May 2025 Writer Support Thread

Try giving each choice a number, whatever the player picks gets added to the end of a variable. Like *set choiceHistory choiceHistory&"3,". With a comma seperating them all.

Lets you redo their choices

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Oh I see, that’s a good way to do it. Thanks, smart thinking!

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Short answer, no. Long answer, no, but you can make the game print whatever variables you want it to at the end of the playthrough, and infer routes taken from that. As simple as:

*if plotflagA
    plotflagA is true!
*else
    plotflagA is false!

*if plotflagB
    plotflagB is true!
*else
    plotflagB is false!
...

and so on and so forth. Tedious, but the closest you’ll get to what you’re looking for. Recommend only printing plot/route setting variables for this sort of thing, otherwise you’ll get way too much info. Can always ad more detailed text in the *if if you like as well (“player saw X’s romance” and so on).

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You have rescued me from coding disaster twice now, so unfortunately you have to bear the burden of that title forever =P

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We should get the choice of games people to add this “export your entire playthrough to a file” functionality! That way we don’t need to use these band-aid approaches!

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I just remembered: there’s a *show_password command (although I don’t know if it’s obsolete) that, despite the name, apparently shows a long bunch of characters that are actually the save data. Then there’s the *restore_password that is somehow used to restore the game from that, but don’t ask me how it works, I don’t know.

You could put that password-generating command into stats screen and have the playtesters send it to you (they’d have to copy-paste it but they could put it into a txt file if you prefer it that way) and have for yourself a special variant of the game that uses the restoring and formats the output somehow, I think?

But that’s a theory, I haven’t tested how any of that works.

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Just to add to this. Show_password outputs the game cookies, which I think is just the current stats? Maybe the currently displayed text too?

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I’ve not tried it but there’s a way of getting a transcript here:

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Makes sense, but if one was so inclined as to make a variable for every choice (which, yes, sounds like a massive work, but hopefully nothing that you’d need to do more than once) you could then store them and show them on stats page or something, and that would then carry over, right?

Oh, this looks awesome.

(And I found the output-randomtest-to-file too! Yay.)

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This is impressive. Thanks for the link!

Wait, how do you do this?

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Randomtest has an in-built option for it. :sweat_smile:

And there’s also this:

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Ahh… THAT’S what “Show full text during game” does! I always wondered.

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For some reason, my CSIDE crashes when I try to do randomtest with full text on.

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I think I click on run-server.bat, and it opens a tab in my web browser. It doesn’t use CSIDE to do it. Different setups maybe

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I mean, that does what it says on the tin. The option that saves to file says “save to file” or something like that. (Although I’d prefer to save every iteration in a separate file, so I’ll have to tweak a bit.)

This might be of interest to you.

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And let me know if the you’re still having trouble after that.

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Hello everyone! I’d like some advice on something I’ve been struggling with.

In my story, two of the romance options are royalty. I want to let players romance them regardless of the MC’s gender. However, since the story will span several years, having an heir will become an important plot point. I’ve already planned how to handle this for same-sex relationships, but I’m unsure how to best approach this for a non-binary MC.

Simply asking whether a non-binary character is biologically male or female feels kind of wrong to me, but i dont know any other way to deal with this. Does anyone have suggestions for a better way to approach this? Any advice would be really appreciated!

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The more polite way is I think to phrase it asking if the player is interested in having biological children (with the implication being that they can in fact do so if they pick that option). Could open up adoption to cishet players who aren’t interested in bio kids as well while you’re at it.

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You could make the choice instead being about “siring/bearing children”, and that way as a bonus you avoid making transcharacters having to deal with biological pronouns.

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For one of my projects (I’m actually pretty hopeful for this one’s interactivity potential) the MC and one of the other characters are fairly separate from the other major characters. It’s a supernatural story, but those 2 characters don’t know about that yet. Once everyone’s in the know, it’ll be pretty easy getting all the characters together to do plot stuff.

But right now I’m trying to figure out how to make the MC connected to everyone before that. Because Mr. Vampire detective isn’t going to let the MC do plot stuff, she might find out about vampires! But like… she still needs to be connected to the story before she finds out. It’s a very delicate dance I’m doing right now :joy:

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