Is there anyway to check if there are options available on the following screen/label and place that in an *if statement?
I’m trying to create a scenario in which you can talk to a few different people before making a choice as to what you’ll do. You’re only allowed to speak to the people with whom you’ve already formed a relationship, so the number of selectable choices are variable.
The problem is that if you keep going back to talk to someone else, eventually you run out of choices. (the options are not reusable, because there is some urgency to making a choice).
What I’d like to do is make the “go talk to X instead” option selectable_if other choices are still available. Something like “selectable_if options=selectable”. (LOL)
Failing that, I’ll just have to have a permanent option available, but it would be nice to parse the selectable options in an if statement, if that code is available.
Here’s the code in question:
*disable_reuse *selectable_if (rel_E >= 20) #Ethan’s door *set room "ethan" *goto Ethan *disable_reuse *selectable_if (rel_S >= 20) #Rochelle’s door *set room "rochelle" *goto Rochelle *disable_reuse *selectable_if (rel_U >= 20) #Uriel’s door *set room "uriel" *goto Uriel *disable_reuse *selectable_if (rel_M >= 20) #Maggie’s door *set room "maggie" *goto Maggie *if ((((rel_E < 20) and (rel_S < 20)) and (rel_U < 20)) and (rel_M < 20)) #No doors. I should just leave. *set room "exit" *goto Exit
And one of the choices I would make selectable_if options = “selectable”:
*selectable_if (((rel_E >= 20) or (rel_S >= 20)) or (rel_M >= 20)) #Tell Uriel you’ll take her later and talk to someone else.
*set rel_U -10
*set day “park”