Whatever coding method works for you is the one you should use. ChoiceScript is for everyone. That’s the first and last thing I’d say about any of this stuff.
There are advantage to getting comfortable with elseifs. Pull out the if/elseifs from Lan’s example:
*if strength > 65
*elseif charisma > 75
*elseif (strength > 60) and (charisma > 60)
If you want to achieve the same results using *ifs alone, I beileve you’d need:
*if (strength > 65)
*if (strength <= 65) and (charisma > 75)
*if ((strength > 60) and (charisma > 60)) and ((strength <= 65) and (charisma <= 75))
That’s a lot more fiddly code-typing and at least double the opportunity for typos.
But that doesn’t mean elseifs are necessary. Some people will no doubt find it easier to keep track of the conditions when they’re all written out like that (rather than implicit in the *elseifs), especially if there are long stretches of text and other code in between the conditional commands. Some people hate *gotos so much that they’d count the extra typing a small price to avoid those three extra *goto nexts. And of course, you can write a perfectly good game that never gives the reader a list of “mutually exclusive but not mandatory” options.
Whatever coding method works for you is the one you should use. ChoiceScript is for everyone.
