Hi,
dwmitch wrote: ↑Thu Aug 13, 2020 11:02 pmDoes it work purely on line of sight or could it integrate with Dialogue System's quest system?
By default, you can configure it to work globally (everyone in the scene witnesses the deed), by distance (everyone within a certain radius witnesses), or by distance and line of sight. However, you can assign a delegate function to redefine how line of sight works. Love/Hate ships with a fairly robust example delegate script that models sharp forward vision, and less acute peripheral vision, using adjustable fields of view.
dwmitch wrote: ↑Thu Aug 13, 2020 11:02 pm...would it be possible that if no one witnesses it the mayor could be notified when you turn the quest in and be the only one to know about it until the gossip system kicks in?
Yes, that's how it would work.
dwmitch wrote: ↑Thu Aug 13, 2020 11:02 pmFrom what I understand of the gossip system it only spreads if the people interacting have a positive relationship. In theory it's possible that someone could overhear someone they hate talking about someone, so is it possible to set a chance for gossip to spread between characters who don't like each other?
In those cases, you can manually call the gossip method. Also, you can hook into an event when characters gossip. You could hook into the event and call the gossip method on all other characters within a certain radius of the gossipers.
dwmitch wrote: ↑Thu Aug 13, 2020 11:02 pmAnd let's say winter rolls around in-game. The player can equip a sweatshirt that has +2 cold resistance, but it has an offensive phrase or image on it. Could I set a trait on the player while the shirt is equipped that agents could have a one time reaction to or would I have to broadcast a deed every frame while it's equipped? And if I have to broadcast every frame is it possible to make sure that agents who have already "seen" the shirt only have their opinion changed once?
Love/Hate's default functionality is to report discrete deeds (e.g., kicked a beggar, slew a dragon, etc.).
However, agents have memories. Whenever the player gets near an agent, the player (or his sweatshirt even) could check if the agent has the memory that it saw the sweatshirt. If the agent doesn't have the memory, it can report the deed to the agent.
Please feel free to try the evaluation versions of Love/Hate and/or Quest Machine. The evaluation download links are in the Description sections of their Asset Store pages. If you're trying them in a project that has the paid version of the Dialogue System, a note on the evaluation download pages explains how to get them all to work together.