How do I make choices in a dialog box?

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Okay. First, go into Edit Tag Names, pick an unused tag, and name it. For the sake of example I'll say tag 5 named "test choice"

The go into Edit Text Boxes and pick Edit Choice for the appropriate text box. First, set Choice=Enabled. Then name each of the options. In this case I will say option 0 is "Yes" and option 1 is "No"

Then you need to pick the tags that each option set. You can use any combination of tags you want, but the most common method is for one option to turn a tag ON, and the other option to turn the same tag OFF. make the "Yes" option turn ON tag 5 and make the "No" option turn OFF tag 5

Thats all it takes to make a choice. When the text box is displayed, the "Yes/No" choice will pop up, and tags will be set when you pick. However, most of the time, when you make a choice, you want a different text box to pop up immediately depending on your choice. Here is the best way to do that.

On the same text box with the choice, choose Edit conditionals. The last conditional will say:

  never do the following
    use [text box or script] next

Use the left and right arrow keys to change it to:

  always do the following
    jump to text box ? next

where ? is the text box you want to display if the player chose "Yes"

then, edit the conditionals on the text box you want to display if the player chose "Yes". The first conditional will say:

  never do the following
    use [text box or script] instead

Use the left and right arrow keys to change it to:

  If tag 5 = OFF (test choice)
    jump to text box ? instead

where ? is the text box you want to display if the player chose "No".

This way, the player sees the choice, the pick an option, and a tag gets set. Then, no matter what they choose, the program jumps to the "Yes" text box, but before the text box is displayed, it checks to see if you said "No" and if it finds that you did, then it shows the "No" text box instead.

You can also make run a plotscript using "run plotscript next" (if you want to make a complex save point for example)."run plotscript next" is aviable at the last line of the conditional menu of the text box. In that case don't forget "the wait for text box " command at the end of your plotscript so that the text box with the question is not repeated.

Note also that you can use tags to make text boxes with choices to make npc display different things that have no consequences on the story. For example you can choose that if the tag is on you are nice with the npc and as a consequence he will give you the information you want, and, if the tag is off you are tough with the npc and as a consequence he wants to fight you. (In that case make a plotscript with :

if (check tag(tag:name)==ON) then (
  show text box (154)
  wait for text box
)

if (check tag(tag:name)==OFF) then (
  show text box (165) # Npc feel insulted
  wait for text box
  fight formation # fight a week monster
  show text box(169) # at least we obtain the information!
  wait for text box
)

The plotscript is attached to the text box with the choice as an "always run next" plotscript (last line on the "edit conditionnals" sub menu)