# Jump to specific spot for testing

**URL:** <https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355>\
**Category:** ChoiceScript Help\
**Created:** [January 18, 2017, 2:58am UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355 "2017-01-18T02:58:09Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![MasqCrew](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/masqcrew/32/23943_2.png) [@MasqCrew](https://forum.choiceofgames.com/u/MasqCrew)\
**Post date:** [January 18, 2017, 2:58am UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/1 "2017-01-18T02:58:09Z")

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Hi,

I’m the type of writer/programmer who likes to test the script/story repeatedly as I go. Restarting the story at the beginning each time makes this a tedious task to say the least.

Would a goto statement at the beginning be the best option to start a test story at a particular spot (chapter/page/etc…)?

Or is there a better method?

Mark

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**Author:** ![Gower](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/gower/32/21972_2.png) [@Gower](https://forum.choiceofgames.com/u/Gower)\
**Post date:** [January 18, 2017, 3:18am UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/2 "2017-01-18T03:18:40Z")

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That’s the best way; you may have to \*set some variables to make sure you can test what you want to test, though–just \*goto\_scene to jump to the chapter you want to test. (or \*goto a particular line within a scene)

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**Author:** ![Vendetta](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/vendetta/32/533_2.png) [@Vendetta](https://forum.choiceofgames.com/u/Vendetta)\
**Post date:** [January 18, 2017, 9:51am UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/3 "2017-01-18T09:51:05Z")

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This and some similar issues are discussed in an old Wiki article; might be worth a read to help you devise a method that works for you:

> **[Practical Scripting Techniques](https://choicescriptdev.fandom.com/wiki/Practical_Scripting_Techniques)**
>
> This article describes a number of useful techniques worth thinking about once you feel comfortable with basic ChoiceScript coding. However, it assumes that the reader is already familiar with most aspects of ChoiceScript - if this is not the case,...

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**Author:** ![Szaal](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/szaal/32/112202_2.png) [@Szaal](https://forum.choiceofgames.com/u/Szaal)\
**Post date:** [January 18, 2017, 9:53am UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/4 "2017-01-18T09:53:31Z")

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I’m just about to reply similar reply as yours -\_-

To OP: Keep in mind to name your labels unique yet easy to remember, as using jump-to thing can be a little tedious if you make a story with full of labels each are unique in naming

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<div class="post-metadata">

**Author:** ![MasqCrew](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/masqcrew/32/23943_2.png) [@MasqCrew](https://forum.choiceofgames.com/u/MasqCrew)\
**Post date:** [January 18, 2017, 6:41pm UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/5 "2017-01-18T18:41:45Z")

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I used the word story followed by a number. \*label story01 \*label story02

There was one section that had two sets of choices so I added another letter to the end. \*label story03b Though I admit that the extra letter might get confusing in a really long game.

At the top of the file (under the variable declarations) I had the following.

\*choice  
#From the beginning  
\*goto start  
#Testing spot  
\*goto story02

If variables needed specific values, it would be easily done before the goto statement.

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**Author:** ![DJ\_Harshman](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/dj_harshman/32/23017_2.png) [@DJ\_Harshman](https://forum.choiceofgames.com/u/DJ_Harshman)\
**Post date:** [January 18, 2017, 10:12pm UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/6 "2017-01-18T22:12:54Z")

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You could also set up (in your character creation portion) so that if your character name is a specific name that only you know, you get the choice to jump to specific portions of the story (with associated stat boosts.)

That way, you can have a backdoor to jump to various places for testing while others are still free to beta-test as normal for you…

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**Author:** ![RETowers](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/retowers/32/21477_2.png) [@RETowers](https://forum.choiceofgames.com/u/RETowers)\
**Post date:** [January 18, 2017, 10:35pm UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/7 "2017-01-18T22:35:53Z")

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My way is pretty simple:

At the top of startup `*if cheat true` and at the bottom:

```
*if cheat
  *choice
    #goto
      *set whatever
      *goto wherever
    #start
      *goto scene1
*else
    *goto scene1

```

That way I can also throw in bits like `*if cheat / ${display a bunch of behind the scenes variables}` and it’s all got one off switch.

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<div class="post-metadata">

**Author:** ![MasqCrew](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/masqcrew/32/23943_2.png) [@MasqCrew](https://forum.choiceofgames.com/u/MasqCrew)\
**Post date:** [January 19, 2017, 5:47am UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/8 "2017-01-19T05:47:37Z")

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I love this idea. This sort of thing could stay in the final game, almost like an Easter egg.

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<div class="post-metadata">

**Author:** ![MasqCrew](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/masqcrew/32/23943_2.png) [@MasqCrew](https://forum.choiceofgames.com/u/MasqCrew)\
**Post date:** [January 19, 2017, 5:49am UTC](https://forum.choiceofgames.com/t/jump-to-specific-spot-for-testing/23355/9 "2017-01-19T05:49:24Z")

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That’s even easier than what I came up with on my own. Easy to enable and disable.
