As far as current implementation goes, think of it this way: *if, *elseif, *else
chains are used for redirecting (hence the *goto/*finish
requirement); *if, *if, *if
chains are used for displaying text/setting variables without redirecting.
As already mentioned, you can just use *if statements to set your variables, though you’ll need to make sure to account for all possibilities.
You can also use *if chains for text in your story:
You are
*if persuasion = 2
very
*if persuasion = 1
a little bit
*if persuasion = 0
not at all
persuasive.
or
*if (persuasion > strength)
You should really try to talk to them first.
*if (strength > persuasion)
Forget talking, just hit them with your sword.
Note that if you want to use variables to alter display text, you can also use the new multireplace feature:
You are @{persuasion+1 not at all|a little bit|very} persuasive.
or
@{(persuasion > strength) You should really try to talk to them first.|Forget talking, just hit them with your sword.}