You can use *input_text to generate a text box. A sample would be
What is your name?
*input_text name
For this, you’d want ${variablename} with “variablename” being replaced by the name of the variable you want to check. For example
"Hello, I am ${name}! Pleased to meet you. I use ${they} pronouns."
might display in the game
"Hello, my name is Alison and I use they pronouns.
I would recommend checking the ChoiceScript posts of Choice of Games, since they’re helpful in explaining commands. This should contain the basic intro and links to other commands should you need them.
thank you so much, a big help i have a 3rd question as i get into more complex code please?
if i have a selection of choices i dont want the player to keep revisting the same conversation;
for example a character Gwen;
*choice #tell me about yourself #how did you know my father #what do you think of such and such #will you ride with me to timbuktoo #i want to talk to someone else now
so once the player has navigated option 1 "tell me about yourself, how do i remove it from the list? there must be an easier way than a whole string of possible new lists based on what the user clicks?
*label choice_01
*choice
*hide_reuse #Tell me about yourself
blah
*goto choice_01
*hide_reuse #How did you know my father
blah blah
*goto choice_01
*hide_reuse #What do you think of such and such
blah blah blah
*goto choice_01
*hide_reuse #Will you ride with me to Timbuktu
blah blah blah blah
*goto choice_01
#I want to talk to someone else now
blah x 5
*goto choice_02
*label choice_02
Continue from here.
You can also use *disable_reuse the same way, only it grays out the choice instead of removing it from view.
You can find more information on this under “Hide reuse” in the wiki that @Szaal linked.