Dialogue 3-Way Possibility Based on Chance (1 Viewer)

BlueZephyr

Casual Client
Joined
Nov 29, 2018
Unfortunately I don't mean "having" a 3-way. I make some dialogues where it can choose between 3 options based on a da.random probability. The current way I have it setup is to check if the first option is successful and, if the check fails, check which of the next 2 options should go. I'd prefer there to be a straight check between all 3 instead of going by steps cause that unbalances the probability. It's like this:

Option A: 15%
Option B: 35%
Option C: 50%

Currently I check if Option A is successful first. If not then it checks between Options B and C. Checking in steps unfairly makes Option A more common since it's being checked by itself before the others. Is there a way in dialogue operators to have it check all 3 options in the same line? For reference I'll include a snippet of the dialogue I'm currently working on.

reset_pose:"[ANIMTOOLS_BlueZephyr0_0_0][nextisFructore_*da.random <= varChance.Fru*]"{"style":"Him","set":{"da.pleasurePercentage":0}}
nextisFructore_0:"[nextisGumber_*da.random <= varChance.Gum*]"{"style":"Him"}
nextisFructore_1:"[setFructorecum]"{"style":"Him"}
nextisGumber_0:"[setSolurecum]"{"style":"Him"}
nextisGumber_1:"[setGumbercum]"{"style":"Him"}
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
i don't do a lot of advanced dialog stuff, but here is my 2 cents

strictly talking mathematically, if you wanted them to be equal chance you would do something like:
Option A: 33%
else
Option B: 50%
else
Option C: 100% (no random check)

this way, one third of the time option A is chosen first.
for the other 2/3rds of the time, the remaining 2 options are evenly split, resulting in 33% chance for each option for overall probability
 

BlueZephyr

Casual Client
Joined
Nov 29, 2018
Well, for even chance I could just have the 3 options have the same linetype and let the dialogue choose. What I was going for in this dialogue is something like a business having fun with the girls. Fructore is like the CEO/people in charge, Gumber is like interns/secretaries/accountants and Solure is the manual labor force. Of course there'd be less bosses than desk jockeys and less desk jockeys than work force.

Another type of dialogue I commonly use this in is randomizing men. When determining dick sizes the choices are average/big/huge. I guess I'll stick with my original design which is essentially the same as what you suggested. It's just a little unfair to the second 2 options since the first option gets first pick.
 

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