I make no claims that this was the most efficient way, but here’s how I did it in Nuclear Powered Toaster:
*if (ashow > 0)
*if (arlship < 6)
the only thing stopping him from shooting you in the back is that he doesn't want to waste the bullet.
*if (choice_achieved_like = false)
*if ((arlship > 5) and (arlship < 9))
you should think more and talk a whole lot less.
*if ((arlship > 8) and (arlship < 13))
he doesn't quite know what to think of you yet.
*if ((arlship > 12) and (arlship < 15))
there might just be some profit in keeping you around.
*if ((arlship > 14) and (arlship < 20))
he hasn't liked a government employee this much in…well, forever.
*if (arlship > 19)
finding you was worth the minor concussion.
ashow was the variable that controlled whether the relationship stat with him showed (since like yours, it didn’t until a certain point in the story, or not at all if you played as Alexi) and arlship was the relationship variable that went higher or lower as the game progressed to trigger the messages. I had a similar setup for most of the other major characters.