I'm trying to make a choice box. So far I have created textbox #19 which make an NPC ask a question, to which your character can reply "yes" or "no." If yes, the NPC will reply with textbox #20. If no, the NPC will reply
with textbox #21. Currently under the choice menu I have the choice "yes" set tag #1 to ON, and "no" does nothing. Therefore I believe the code below should result in either the "yes" or the "no" case.... So far only the "no" case comes up when testing either choice answer. Can anyone point out my flaw? Or perhaps show me a more systematic way of coding choices.
show text box (19)
wait for text box
If (check tag (1) == true) then(
show text box (20)
)
else(
show text box (21)
)
set tag (1, off)
TMC wrote:Tags 0 and 1 can't be changed. It says so. Obviously, it's bad UI to even let you select that tag; I'll look at fixing that.
Got it. Thanks. So what exactly are tags 1 and 0 used for? Is one just defaulted to "on" and the other to "off" both unchangeable? I just want to know if they're ever used for anything in coding.
Tag 0 was meant to really be just "no tag here at all"
Tag 1 was meant as a way to be able to test for something that was always true or always false... but that isn't really a useful or important feature, because then why use a tag at all?
I think it was just bad planning on my part, but now we are stuck with it (because changing it now could break any games that actually do check tag 1 expecting it always be off)
I just remembered the place where it always gets used. Text box conditionals. Those default to unused, so tag 1 is used for all the "Always" text boxes.
I think we should leave it how it is for tag checks, but hiding it from any place that does tag-setting sounds great.