Tying dialogue options to skills or attributes?

Is there a way to connect dialogue options to skills or better yet skill levels or even attributes?

For example, let’s say you have 1 point in a hypothetical Werewolf skill - ‘Keen Senses’. The skill lets you identify others of your kind. With just a single point, it opens a previously hidden dialogue option with some NPCs that lets you call them out on their true nature of being a werewolf in hiding.

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I believe the answer, currently, is “no,” but that does not mean it won’t be added in the future!

Below are the current dialog conditionals. I’ve highlighted the HasMastery condition for example, which is used to bar Necromancers, for example, from siding with Kymon’s Chosen.

image

I’m squinting a little but I do not currently see a “HasSkill” condition. But maybe Crate will want/make one at some point!

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This is interesting. I had no idea about this being a thing.

Thanks for your response, Ceno! It’s encouraging to know that there’s nothing in the engine that prevents C&C. Fingers crossed for Crate to implement it in the future.