At the beginning of the scene, set *disable_reuse globally
Alternatively, set *disable_reuse on each option in the multiple-choice list they’re selecting from
After the player picks an option, give them a bit of text telling them they can pick additional options
Add a *goto before_question at this point, and a *label before_question before the option they’re re-picking
To get them out of this loop, either give them an option to say “I’m done picking” (if it’s allowable to choose every option on the list) OR
Add a temp variable that counts choices; each of the options also has a line that says *set options_picked +1
If options_picked = (however many they get), send the player to a label after rather than the “you get another option” text.
There are slightly more complicated things you can do with this system; for example, in Zombie Exodus, @JimD allows you to choose up to a certain amount of weight for your inventory. Each item you pick to add to your backpack adds +(however many pounds) to your total weight. When you get to your weight limit, the only way to carry more is to take something back out (go to a list of currently chosen items, where you can choose to subtract the item from your inventory as well as its weight from your total.)
If its only for that chapter I use *temp variables otherwise make the variables global. Here’s how i would do it off the top of my head. (As an example.)
It takes time tweaking this type of code. There can be many errors and bugs that pop up. I spend ages on these types of choices. Anyway, hope that helps with your coding.
Thanks for that but would you mind explaining to me how to implement steps six and seven? I didn’t really understand those two steps.
Sorry… It’s just that I have only begun using choicescript yesterday.
If fantom’s explanation didn’t clarify it, here’s the exact code I was thinking of:
*temp hats_bought 0
What hat do you want to buy? (You can buy more than one, but only have space in your wardrobe for three at the most.)
*label hats_for_sale
You buy...
*choice
#A fancy hat.
*set hats_bought +1
*goto more_hats
#A feathery hat.
*set hats_bought +1
*goto more_hats
#A jester hat with bells.
*goto more_hats
*set hats_bought +1
#A hat with fake flowers.
*goto more_hats
*set hats_bought +1
#A hat shaped like a cat.
*goto more_hats
*set hats_bought +1
*if hats_bought>=1
#You are done buying hats.
*goto check_out
*label more_hats
*if hats_bought=3
*goto check_out
*if hats_bought<3
You may still buy another hat, if you wish.
*goto hats_for_sale
*label check_out
You pay the cashier and leave with your new
*if hats_bought=1
hat.
*if hats_bought>1
hats.
*goto after_the_hat_shop
Thanks for the help. One last question though:
say if I have *create name “”, how do I use that label for a number of people?
say if character one was called Jack and character to was called Gill, how will Choicescript know what character I’m talking about.
for instance you can’t write:
You tell {name} your name which is {name}.
You need different variables. Like, if Jack is a dairy farmer and Gill is a haberdasher, you could create a variable {df_name} and one called {h_name}. Or number them (name1, name2, etc.) Whatever works to keep them straight, but no, you can’t use the same one.
Haha I know I said that was my last question but i’ve unfortunately got one more.
say if you previously have the option of choosing a characters gender, how can you implement a consequence as a result of that choice?
for example, say you get to choose one of the characters gender in my game and you choose male, how can you for instance make him flex his biceps or a female brush her hair but later on in the game?