What is Karma_Perception?

Davaris

Still Mildly Glowing
Hi Everyone,
I've seen this statement in a few scripts, but don't know what it means. Can anyone tell me what its for?

Karma_Perception:=KARMA_PERCEPTION1;

I know it has a range of possible values:

/* Karma Perception (in 0.x%) */
#define KARMA_PERCEPTION0 (1)
#define KARMA_PERCEPTION1 (10)
#define KARMA_PERCEPTION2 (20)
#define KARMA_PERCEPTION3 (30)
#define KARMA_PERCEPTION4 (40)
#define KARMA_PERCEPTION5 (50)
#define KARMA_PERCEPTION6 (60)
#define KARMA_PERCEPTION7 (70)
#define KARMA_PERCEPTION8 (80)
#define KARMA_PERCEPTION9 (90)
#define KARMA_PERCEPTION10 (100)

and

ModReact.h has a function that uses it

#define REACTION_BONUS_COMP_KARMA (check_general_rep*Karma_Perception*((has_trait(TRAIT_PERK,dude_obj,PERK_karma_beacon_perk)+1)))

but it isn't used in modreact.h
 
Hi Davaris.
Err... I'm kinda ashamed to write down a post to say I'm mostly clueless (no, don't worry, I actually have an idea about the thing)...
The point is that this mechanic isn't explained in the original documentation and I don't remember we dealt extensively with it here on the forum. IF we dealt with it at all...
Anyway: at this point you know that in a npc script you can set if they're "good" or "evil". Aligned npcs are supposed to react to the pc general alignement: a good npc reacts friendly to good pcs and not to evil ones. This kind of reactions allso influences skill checks (mostly speech and barter, stat checks are dealt with in another way and they're not influenced by karma). As far as *I* got the mechanic, the karma perception tells if the npc is going to consider karma and the percentage sets the magnitudo according to which the player is going to get bonuses/maluses when dealing with a given npc. This is how I'm implementing the thing in my mod, anyway :/
About the last define: the perk karma beacon is meant to always give the player a best reaction, even if you have a evil npc dealing with a good npc. I imagine those line simply tell the engine when to consider and handle the perk. Folks, any other ideas?..
 
As far as *I* got the mechanic, the karma perception tells if the npc is going to consider karma and the percentage sets the magnitudo according to which the player is going to get bonuses/maluses when dealing with a given npc. This is how I'm implementing the thing in my mod, anyway


Thanks for replying Sirren67. This is very useful. You could use it to distinguish between control freak NPCs and amoral NPCs.

Man there were some smart cookies working on those games! They thought of everything. :)
 
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