Event Nesting

Soulnet

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Hello Everyone,

I'm thinking of a system, but i'm not 100% sure how to implement this without doing endless choices.

Say we have 5 choices, we'll call them A, B, C, D, E.

The player has the choice to turn on any of the 5. For the example they've chosen C.

The choices left are now A, B, D, E.

Player now chooses A.

The choices left are now B, D, E.

And onwards till there is none left.

Of course the player could have chosen E first, then the 4 other letters in a different order. The combinations possible become a bit mind numbing. Each choice might also be something they need to come back to each time, so the choices made need to be remembered. Once a choice is made as well, there is no going back.

However, using something like common events and conditional branching it will turn out to be a real mess and a lot of layering that's not really desireable to have. Is there a simpler way to do this that i'm overlooking?

Ta!
 

Trihan

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When I had a show choice in Sidhe Quest that had options relying on clues you'd found, I basically coded my own choice branch in a script call and assigned the chosen option to a variable. The only proviso is that the variable ends up holding a value equal to the actual string of the choice rather than a number, but it's absolutely possible to do easily in code.
 

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