It mostly requires organisation. It’s also useful for setting variables in the story. Have a look at Zombie Exodus’ code for instance. That has a lot of variables depending on relationships with people and if you’ve encountered them or not.
For my games I’m planning relationships to be a large part of it. I eventually want the relationships on the stat page to change depending on how you’ve interacted with them so I was mostly laying the ground work for that.
On the stat screen it’s just.
Bob is a great guy and has been your best friend since childhood.
percent rel_bob Bob
Bill's an annoying work-colleague and is due you cash.
percent rel_bill Bill
Ben's a technical genius and said to call him if you ever needed help.
percent rel_ben Ben
So while there’s a lot of if statements, it’s all organised and on the stat screen for me. And it means I can also run a check in the game if the MCs computer breaks down.
#Phone Ben for tech support.
It might not be the best way to do things but it has been working for me so far. Of course if you have a story where you just meet every character then there’s no reason to hide things. Or you could just set variables for part1 part2 part3 part4 and then on your stat chart have a if part1 show these stats and deal with them all in one huge chunk.
Or set the defaul value of every stat to 0 and have every stat with an if >0 statement in front of it.
@adjppm1227 Yeah you can make multiple stat_charts. You can make as many of them as you want. They also don’t need to be on the stat page, they can be anywhere.