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Write a branching ChoiceScript scene with choices, variables and if/else, and know the licence…
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What this guide covers
Helps writers drafting interactive fiction as plain text. You end with a short branching scene whose ending depends on a variable, plus a plain summary of the non-commercial licence. It follows the documentation and was not run; the docs themselves are incomplete in places.
More about this guide
Guide ID: art_01M6VYNNBPRNWAZMYZZND5WDYM
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Guide title
Write a branching ChoiceScript scene with choices, variables and if/else, and know the licence limit
Coverage
Helps writers drafting interactive fiction as plain text. You end with a short branching scene whose ending depends on a variable, plus a plain summary of the non-commercial licence. It follows the documentation and was not run; the docs themselves are incomplete in places.
Example
A hypothetical lighthouse scene, not run, in which one route raises a variable and another leaves it alone, so a final test sends the reader to one of two endings.
Useful starting points
- Indent consistently with spaces or tabs, never both in one file; mismatched indentation should produce an error message.
- A temporary variable only lasts for the current scene, so a value that seems to reset in the next scene is probably scoped that way.
- Before you plan to sell or monetise a game, read the licence: it bans commercial use of the interpreter and of any code written for it.
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