# May 2026 Writer Support Thread

**URL:** <https://forum.choiceofgames.com/t/may-2026-writer-support-thread/177153>\
**Category:** Writing and Content\
**Created:** [May 1, 2026, 2:19am UTC](https://forum.choiceofgames.com/t/may-2026-writer-support-thread/177153 "2026-05-01T02:19:57Z")\
**Posts on this page:** 1\
**Showing post:** 40

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**Author:** ![will](https://sea3.discourse-cdn.com/choiceofgames/user_avatar/forum.choiceofgames.com/will/32/132033_2.png) [@will](https://forum.choiceofgames.com/u/will)\
**Post date:** [May 5, 2026, 11:57am UTC](https://forum.choiceofgames.com/t/may-2026-writer-support-thread/177153/40 "2026-05-05T11:57:34Z")

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Gave it a shot without the delay! I think my big critique still stands: I’m not making meaningful decisions when I fight and it takes a very, very long time to resolve. I did the math – 152 clicks minimum to win! There are only so many hours in the day!

Unrelated!

Today I coded a small non-replaceable deck of random options that will exhaust itself eventually. A simplified recreation:

```choicescript
*if (convo_1)
  *if (convo_2)
    *if (convo_3)
      *bug ran out of convos!

*label convo_check
*if (convo = 1)
  *if (convo_1 = true)
    *set convo +1
  *else
    *goto convo_1
*if (convo = 2)
  *if (convo_2 = true)
    *set convo +1
  *else
    *goto convo_2
*if (convo = 3)
  *if (convo_3 = true)
    *set convo 1
    *goto convo_check
  *else
    *goto convo_3

*label convo_1
*comment convo_1
*goto convo_end

*label convo_2
*comment convo_2
*goto convo_end

*label convo_3
*comment convo_3
*goto convo_end

*label convo_end
*rand convo 1 3
*return

```

Figured it might be a bit confusing because `convo = 1` and `convo_1 = true` and `*label convo_1` are all referring to different things lol. So I did a quick search on the forum to see how other people had coded similar issues and found a post from _myself, eight years ago_, where I coded this in almost exaclty the same way:

> [@Non repeatable strings (code example here)](https://forum.choiceofgames.com/t/non-repeatable-strings-code-example-here/41584/2):
>
> That makes my head spin. Here’s how I would make random non-repeatable events: \*create event0 false \*create event1 false \*create event2 false \*create event3 false \*create event4 false \*create random\_event 0 ... \*label new\_event \*rand random\_event 0 4 \*if (random\_event = 0) \*if (event0 = false) \*set event0 true \*gosub\_scene event0 \*finish \*else \*goto new\_event \*if (random\_event = 1) \*if (event1 = false) \*set event1 true \*gosub\_scene event1 \*finish \*else …

Really interesting to see that I’m basically the same person I was then. Only difference is that I know about the bug with the `*rand` variable now. Oh and it just increments it by 1 rather than rerolling which guarantees that it’ll cycle through all the options until it finds an unused one. Randomtest might freak out if you reroll too many times.

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_[View the full topic](https://forum.choiceofgames.com/t/may-2026-writer-support-thread/177153)._
