Wanted to work on the modeller today, but then I got carried away by
all the thoughts about skills.

Result: http://adonthell.berlios.de/doc/index.php/Rules:Skill_Check_Table

Basically, it started with thinking about the two different skills
that affect dialogue, and how they might be implemented. For "charm",
I figured that lines utilising this skill would be prefixed with *lie*
or *threaten* (much like in Planescape Torment), but could in addition
show the probability of sucessfully using the skill (as in Fallout 3).
The question how the probability could be calculated finally got me
wondering how the formula we had for the skill checks would work out
at all. And so I needed to create the table linked above. I'll leave
it without comment for now. Gotta see whether it is any good when we
actually need it.


As a side note: should we really want to display probabilities (also
not saying that it's a good idea, just playing with the thought), we
might be putting the embedded code functionality* of the dialogue
system to some good use. However, it would have to be expanded so one
could pass arguments to the function called. Then, one could provide a
method in the dialogue.py base class that is fed skill and score and
would put the according probability right into the dialogue text, as
desired.

Kai

[*] 
http://adonthell.berlios.de/doc/index.php/Tools:Dlgedit:Scripting#Embedded_Code


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