How do i dynamically store hundreds of relationship levels for each contestant?

so in g develop how would you store the information of something you don’t know. so ill explain. i have 100 contestants objects. each contestants have relationship levels of each other. this is obviously stored via variables but how? cuz i dont know whos gonna interact with who i cant say contest 1 change your relationship level of contest 57 to plus 20 cuz i dont know if 1 is interacting with contestant 57 im not gonna do if then 100 times per contestant i wanna do something simple where the game somehow knows who relationship variable values to change based on who interacting. so if a and b are interreacting change a and b relationship values of each other. but i dont get how to do that.

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Make scene variable call it Relations
Now set it to array
And now add 1 child var to it
And set it to array also
Now in that last array you need to add 100 number child vars
After that you need to click on that child in 1st array you have only one
Hit copy and now paste it 99 times

I will show you on 10 how it will look
Step one

I copy pasted 1st one 10 times

You will need to make it 100 times

Now you can give your contestants ID variables from 0 to 99
Since 0 is also a number then you have 100 now

Now you need to make 2 scene variables
ContA
ContB

To ContA you set Contestant.ID of one which you want to check what is his relation level against other contestant

To ContB you set Contestant.ID of one who’s contestant relation to you wanna check

For example you we have Samuel and zero we wanna check what level of relation Samuel have to zero

So ContA set to Samuel.ID
ContB set to zero.ID

And now to check in array what relation you have to me

Relations[ContA][ContB]

From that point on you only change ContA and ContB

For example we want to change zero relation to Samuel to 5
Then

ContA set to zero.ID
ContB set to Samuel.ID

Change variable Relations[ContA][ContB] set to 5

just create an array (doesn’t really need to declare each value since it declares for you automatically)
and add an id object variable for the contenstant object now (i’m assuming they are objects)

if you putted in the scene manually each contestants

at the beggining of the scene, put an for-each (left click in an event, add/for-each) as sub-events, add an loopindex local variable
(left click in the for-each/ add/ add loopindex or something similar) and then change the id variable of each object to loopindex

if you want to create the objects, just create the object at x and y and after that change the id to SceneInstancesCount(Object)

this will make sure each object has its own identification automatically.

for whatever reason they need to change, just do what Zero said or an logic similar of what he have said, i’m just showin’ an more modular way of setting up.

if you prefer, you can even put everything in loca/global variables you just need to do this

an repeat event that repeats SceneInstancesCount(Object) times (can be an number if you want to), add the loopindex local variable.
and then change the variable ContestantsRelations[loopindex][SceneInstancesCount(Object) or an number]

tadaaaaaaa, automatically setted for each contestants!
i would still recommend the object.id to make easier to get, but i guess with this logic i showed you can generate how many contestants you want (and how many your hardware wants too)