Deathless Assassin
Member
They're all spaded, I've found them to be accurate.
Post Increase Decrease
#1 #1 N/A fit (1) N/A
#1 #2 N/A N/A intel (1)
#1 #3 #1 intel social
#1 #4 #2 align intel
#1 #5 #3 social align
#2 #1 N/A intel (1) N/A
#2 #2 N/A N/A social (1)
#2 #3 #1 social fit
#2 #4 #2 fit align
#2 #5 #3 align social
#3 #1 N/A social (1) N/A
#3 #2 N/A N/A align (1)
#3 #3 #1 fit intel
#3 #4 #2 align fit
#3 #5 #3 intel align
#4 #1 N/A align (1) N/A
#4 #2 N/A N/A fit (1)
#4 #3 #1 intel fit
#4 #4 #2 fit social
#4 #5 #3 social intel
I didn't mean putting any sort of menu or table in, I figured just spoil each option like all choice adventures are spoiled. Have the results of each action right below the button.
roippi said:I was referring to that page's inability to confer human-readable information.
Actually, I am nt sure if this is even easy with current mafia framework, depending on how the noncombats change when you run out of the 5 adventure-burning attempts (and the corresponding buttons vanish). What I see in ChoiceManager looks like mafia decorates choices by number (first button gets text "...", second button gets text "..."), which isn't good here.
I might be completely wrong.
Look at ChoiceManager.dynamicChoiceOptions.
When the first two buttons are not shown, the remaining ones are still called 3-6 in the code.