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Persuade option in custom dialog?


Malxados

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You would create two dialog branches, one for the successful persuasion and one for the failed persuasion. The success branch would use a conditional to check if the player's persuasion skill is high enough. Is this for K1 or TSL? TSL incorporates a series of built-in scripts that you can use, while for K1, you'll need to write your own.

 

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