I’ve been looking for an answer to this, but so far unsuccessfully - so here goes nothing:
I’m trying to add points to the MC stat IF they select certain things first in a hide_reuse choice. As a way of saying “if your MC chooses to learn about this first, that means they are more so-and-so trait”. I don’t know if it’s possible, but I’m hoping someone has the answer.
I’m wondering if I can add like a temp var that counts the amount of reuse the player is going to and if it’s 1, they can add a relevant trait point to the choice but… I don’t want to make it too complicated if there’s something out there that already does this.
thanks in advance!
My code looks like this:
*hide_reuse
*label report1
What do you do?
*choice
#I guess I'll go to page 5 then
Some notes about the crime scene
*goto report1
#I want to know who the victim was
Something about the victim
*goto report1
#I want to know what the cause of death was
Something about the cause of death
*goto report1
#I want to read about abnormalities
Some notes about tattoo and alcohol
*goto report1
#I think I'm done reading
*finish
Depending on how you want things to change, you can do via temps and regular variables that hide certain options.
For example: Let’s say you want it that the reader can go back to the crimescene description/photos if they checked that before the cause of death.
Then you could have a variable to tell the game that says that X was read before Y, so you can go back to X via a new option. Maybe even tie it to a question like
*if (read_first = "crimescene")
*goto checks_out
*else
*goto report
*label checks_out
Is everything in order?
*choice
#Yes.
*goto report1
#No.
What seems to be amiss?
*choice
#Wrong answer
Huh... no, looking back that looks fine
*goto report1
#wrong answer
Huh... no, looking back that looks fine
*goto report1
#right answer
Yes, there's something amiss with this.
*set fishy true
*goto report1
#right answer
Yes, there's something amiss with this.
*set fishy true
*goto report1
and beforehand have the report1 label like this, for example:
*choice
*hide_reuse #I guess I'll go to page 5 then
Some notes about the crime scene
*goto report1
*hide_reuse *if (fishy) #Let's go back to page 5
Some notes about the crime scene with additional stuff
*goto report1
*hide_reuse #I want to know who the victim was
Something about the victim
*goto report1
*hide_reuse #I want to know what the cause of death was
Something about the cause of death
*goto report1
*hide_reuse #I want to read about abnormalities
Some notes about tattoo and alcohol
*goto report1
It’s either
*if (variable) *hide_reuse or the way round as above, I don’t remember.
Thanks for this! that’s really neat and definitely something I could use later, but my question at this point is (I think) a bit simpler.
I would like to add personality trait points in response to which piece of information the player chooses to read first. example:
*choice
*hide_reuse #I guess I'll go to page 5 then
Some notes about the crime scene
*if temp < 2
*set curious +1
*goto report1
*hide_reuse #I want to know who the victim was
Something about the victim
*if temp < 2
*set compassionate +1
*goto report1
*hide_reuse #I want to know what the cause of death was
Something about the cause of death
*goto report1
*hide_reuse #I want to read about abnormalities
Some notes about tattoo and alcohol
*goto report1
I’m still thinking about that temp thing, I think I could dig up a way of counting each run through the choice, but how to add +1 to the relevant stat variable only when the option is selected the first time you’re presented with the choice is confusing me.
I hope this makes sense, if it’s impossible, please let me know.
If I’m understanding correctly, that’s easy enough to do with the *temp command. And if you only care about the first option selected, you can make it a boolean.
*temp made_first_choice false
*label report1
What do you do?
*choice
*hide_reuse #I guess I'll go to page 5 then
Some notes about the crime scene
*if not(made_first_choice)
*set curious +1
*set made_first_choice true
*goto report1
*hide_reuse #I want to know who the victim was
Something about the victim
*if not(made_first_choice)
*set compassionate +1
*set made_first_choice true
*goto report1
*hide_reuse #I want to know what the cause of death was
Something about the cause of death
*set made_first_choice true
*goto report1
*hide_reuse #I want to read about abnormalities
Some notes about tattoo and alcohol
*set made_first_choice true
*goto report1
*hide_reuse #I think I'm done reading
*finish
*temp convo 1
*label report1
*choice
*hide_reuse #I guess I'll go to page 5 then
Some notes about the crime scene
*if convo< 2
*set curious +1
*set convo + 1
*goto report1
*hide_reuse #I want to know who the victim was
Something about the victim
*if convo< 2
*set compassionate +1
*set convo + 1
*goto report1
*hide_reuse #I want to know what the cause of death was
Something about the cause of death
*set convo + 1
*goto report1
*hide_reuse #I want to read about abnormalities
Some notes about tattoo and alcohol
*set convo + 1
*goto report1
Here now it will only increase it, if it is clicked first.