A guide to more advanced features in the ChoiceScript programming language. Please post on the ChoiceScript forum if you have questions about this document.
Be sure to read our basic ChoiceScript Introduction page before reading this advanced documentation
*image
: This command inserts an image. Place the image in the “mygame” folder, and type the name of the image file, like this:
*image beauty.jpg
If you like, you can specify the alignment (“left”, “right”, or “none”) after the image name, like this:
*image beauty.jpg left
By default, the image appears centered on a line by itself, but if you align the image left or right, the text will flow around the image. (In CSS terms, the image will “float” left or right.) If you want the image to appear left-aligned on a line by itself, use “none.”
If your image is important to understanding the story (e.g. it has words on it the player needs to read), then you should type an alternate description after the alignment. This text will be accessible to users who can’t see the image, e.g. visually impaired users.
*image beauty.jpg left Beauty
*line_break
: Put just one line break in your text, like a <br>
in HTML. Normally you shouldn’t use this command; just press your Enter key twice and ChoiceScript will automatically insert a paragraph break. But ChoiceScript will automatically glue lines together unless they have a paragraph break; when you want something smaller than a paragraph break, just a single line break, use *line_break
.
So
this
is
all
one
line.
But this is a new paragraph.
And this
*line_break
is two lines.
That code would display like this:
So this is all one line
But this is a new paragraph.
And this
is two lines
*input_number
: Just like *input_text
, but only numbers are allowed in the text box. Specify a variable name as well as a minimum and a maximum.
How many coins?
*input_number coins 0 30
You asked for ${coins} coins.
*rand
: Set a variable to a random number. You set the minimum and maximum, we do the rest. For example, this would set the variable die_roll
to a value from 1 to 6 inclusive:
*rand die_roll 1 6
Beware! Randomness can make your game much harder to test and debug, and the benefits of randomness are often overrated. From the first-time player’s perspective, there’s no difference between a non-random secret number and a randomized number. (The difference only becomes apparent when you play the game multiple times, which many people never do, particularly for longer games.)
For these reasons, we recommend using randomness sparingly, perhaps even as a last resort.
*stat_chart
: Use this command to create a table of stats, suitable for displaying when the player clicks the “Show Stats” button. This command is so complicated it deserves a page all by itself. Customizing the ChoiceScript Stats Screen *bug
: This command causes the game to stop and crash with a specific error message. More information is available in our guide to testing ChoiceScript games automatically.
*if someone_murdered and (victim = "none")
*bug Someone was murdered, but there's no victim!
*ifid
: This comand embeds an IFID (Interactive Fiction Identifier) in your game, for archival purposes; it’s like an ISBN number for books. You start by randomly generating an IFID. Each IFID is a UUID (Universally Unique Identifier), so you can use any UUID generator to make one.
Go to that site, copy the generated UUID, and paste it into your startup.txt
file, at the top, near the *title
. Adding an IFID won’t do much for you today, but it will help archivists in the future, so we recommend adding one to any game you make.
*ifid 6711c8b8-3933-443b-9b55-747564c0d4d2
*redirect_scene
: This command behaves kinda like *goto_scene
, but you can only use it on the stats screen. On the stats screen, the game is in “stats mode,” and so the button at the top of the screen says “Return to the game” instead of “Stats.” Stats mode is like the Matrix; it’s not the real world. In stats mode, *goto_scene
stays in stats mode, and it doesn’t affect the main game. If you “Return to the game,” you’ll be right back in “game mode” in the chapter where you left off, like waking from a dream. Use *redirect_scene
on the stats screen to *goto_scene
in the main game.*looplimit
: It’s possible to write an “infinite loop” bug in ChoiceScript, where the game keeps running the same lines of code over and over again, forever. These bugs can be hard to find and fix. If your game has an infinite-loop bug, you’ll see an error like this. “startup line 31: visited this line too many times (1000)” This error occurs when a line has been run (“visited”) 1,000 times in a single playthrough, which is a strong indication that your game has an infinite loop. Without this, ChoiceScript would just hang forever if you hit an infinite loop. If you actually want to run a line 1,000 times in a single playthrough, there’s a command to support that, *looplimit
, which you can use like this:
*looplimit 1000000000
*looplimit
lets you raise or lower the limit to any number you like. You can can also turn off the looplimit with *looplimit 0
, but we don’t recommend it. Running a line a billion times should be good enough for anybody. (The maximum possible looplimit is approximately one trillion (12 zeroes), but, seriously?!)
*create_array
: This command is a shortcut for typing *create
a bunch of times. You give it a length and a value for all of the variables, like this: *create_array attributes 5 50
and it will behave as if you’d written this:
*create attributes_1 50
*create attributes_2 50
*create attributes_3 50
*create attributes_4 50
*create attributes_5 50
*create attributes_count 5
You can also provide values for each of the variables, like this: *create_array attributes 5 10 20 30 40 50
.*temp_array
: This command is just like *create_array
, above, but it uses *temp
instead of *create
.
The ChoiceScript IDE is a powerful integrated development environment for the ChoiceScript language. It includes a code editor for writing and scripting, a built-in copy of ChoiceScript (and both of its automated tests), for testing and running your game side-by-side with your code. It will log errors and highlight (and focus) on the problematic lines, spell-check your work and even handle your indentation for you.
Note that the ChoiceScript IDE is not developed or maintained by Choice of Games. If you have questions about the ChoiceScript IDE, direct your questions to the IDE team via the ChoiceScript IDE discussion thread.
*finish
buttons say “Next Chapter” and *page_break
buttons say “Next”. You can make the button say something else, instead:
*page_break On with the show!
*finish The show is over!
We recommend no more than five words on button titles; more than that looks really weird on the screen, particularly on mobile screens.
*if
on each line, you can also use nested blocks of conditionals. This technique is pretty advanced, because it’s hard to get the indentation exactly right.
*choice
#Rattle my saber.
They rattle back.
*finish
*if republican
*if president
#Declare open war.
Congress refuses to approve funding.
*finish
*else
#Ask other Republicans to help out.
Talk radio is on your side.
*finish
*else
*if president
#Work with the United Nations.
Russia vetoes your plan.
*finish
*else
#Ask other Democrats to help out.
They do their best, but the party is divided.
*finish
*hide/disable_reuse
GloballyYou can make all options non-reusable, by adding *hide_reuse
or *disable_reuse
to the top of your ChoiceScript file. Then you can use the *allow_reuse
command to allow certain options to be reused.
*hide_reuse *label start *choice #One. The loneliest number that you'll ever do. *goto start #Two. Two can be as bad as one. *goto start *allow_reuse #I can't decide! Well, think it over. *goto start #Done. OK! *finish
round()
. For example, this will set the variable “foo” to 3: *set foo round(2.5)
You can also use the modulo
operator calculate the remainder after taking a division. Modulo is pretty weird, but it’s has two particularly interesting uses. First, you can check whether a number X is evenly divisible by a number Y by checking whether X modulo Y = 0
. Second, you can use it to get the fractional part of a number X, the stuff that comes after the decimal point, by calculating X modulo 1
. For example, 3.14 modulo 1 = 0.14
.*set foo 3^7
. That will set foo
to 2,187 (three to the seventh power).You can also compute a logarithm (base 10) like this: *set foo log(1000)
. (You can always divide to use a different logarithm base e.g. *set foo log(2187)/log(3)
)Behold! $!{He} is capitalized.
You can also capitalize an entire word like this: PRESIDENT $!!{name} RESIGNS IN SHAME
This is [b]bold[/b] and this is [i]italic[/i].
*set name "Dr. ${last_name}"
*set murder "red"&"rum"
.. *set joke "she said it was \"ironic\"!"
If you write ${joke}
, you’ll get:
she said it was “ironic”!
*set slashy "Here's one backslash: \\ and here's two backslashes: \\\\"
If you write ${slashy}
, you’ll get:
Here’s one backslash: \ and here’s two backslashes: \\
*print
: This command is no longer necessary; it just prints the value of the variable you specify. Use ${}
variable substitution instead. *temp word "xyzzy"
*temp first_letter word#1
*temp second_letter word#2
The first letter of the word "${word}" is ${first_letter} and the second letter of the word is ${second_letter}.
*temp word "plough"
*temp word_length length(word)
*temp last_letter word#word_length
The word "${word}" is ${word_length} letters long, and so its last letter is ${last_letter}.
*goto_scene
label to go to a specific label in another scene, like this:
*goto_scene invitations cordial
That would go to the invitations.txt file and automatically *goto cordial
at the start of the file.
*goto
command, you can use the *gosub
command to go to a label, and then use the *return
command to jump back to the line where you called *gosub
.
*choice
#Happy.
You're happy!
*gosub saying
Hopefully, you'll be happy for a very long time!
*finish
#Sad.
You're sad.
*gosub saying
Maybe you'll be happier soon!
*finish
*label saying
This, too, shall pass.
*return
If you choose “Happy,” the game will write:
You’re happy! This, too, shall pass. Hopefully, you’ll be happy for a very long time!
It’s great for snippets of code that you would have copied and pasted all over the place.
“Subroutines” are tiny sub-programs that you run in the middle of your program. *gosub
is so-called because it activates a subroutine. It is possible to nest subroutines, by using *gosub
twice or more before using *return
command.
Start One,
*gosub two
End One.
*finish
*label two
Start Two,
*gosub three
End Two.
*return
*label three
Three.
*return
That code would display:
Start One, Start Two, Three. End Two. End One.
You can also use *gosub_scene
to visit another scene file and then *return
to the point where you left off. Like *goto_scene
, you can also use *gosub_scene
to visit a specific label in another file and then *return
from it when you’re finished.
*gosub_scene invitations cordial
WARNING: Generally speaking, the simpler your ChoiceScript is, the better. It’s possible to abuse *gosub
and *gosub_scene
to create extremely complex programs. This is rarely a good idea; complex games aren’t any more fun than simple games, but complex games are a lot harder to make. If you think you need a lot of subroutines, consider whether your game might be better if it were simpler.
*gosub
label, you can include any number of parameters. When you use the *params
command, it sets temps named param_1
, param_2
, etc. for each parameter. (It also sets a param_count
temp with the number of parameters; in this case, param_count
would be 2.)
*gosub visit "Dracula" "garlic"
*label visit
*params
You go to visit ${param_1} and you bring ${param_2} with you.
*return
Since param_1
and param_2
are not very good names, you might be tempted to write some code like this:
*params
*temp person param_1
*temp gift param_2
We anticipated that; you can just write the names of the parameters after *params and we’ll set the temps for you, like this:
*label visit
*params person gift
You go to visit ${person} and you bring ${gift} with you.
*return
You can also use parameters with *gosub_scene
. *gosub_scene
allows you to optionally specify a label, e.g. *gosub_scene travel visit
so if you want to pass in parameters to *gosub_scene
, you must specify a label name. *gosub_scene visit "Dracula"
won’t use a parameter; it will try to *gosub
the label Dracula
.
Programmer-ish people should note that parameters are just ordinary *temp
s and are scoped to the entire file, not the subroutine. Thus, if you *gosub
within a *gosub
, param_1
can and will be changed in the second subroutine and will not be restored when you *return
.
However, *gosub_scene
defines a new scope for *temp
, so if you want your *params
to be scoped to the subroutine, (for example if you want to use recursion,) you can use *gosub_scene
instead of *gosub
.
Here’s an example of a naive recursive subroutine to compute the Fibonacci sequence. (Note that it can only work with *gosub_scene
; it wouldn’t work with *gosub
because of parameter scopes.)
*create return 0
*gosub_scene startup fib 6
${return}
*finish
*label fib
*params n
*if n < 2
*set return 1
*return
*gosub_scene startup fib (n-1)
*temp prev return
*gosub_scene startup fib (n-2)
*set return +prev
*return
*set honesty 30
*set virtue "honesty"
*set score {virtue}
Your ${virtue} score is ${score}
This would print:
Your honesty score is 30
You could also just write: Your ${virtue} score is ${{virtue}}
.
*set {"leadership"} 30
sets leadership to 30. Use it in crazy code like this:
*set virtue "courage"
*set {virtue} 30
This code would set courage
to 30. If this still doesn’t seem useful, consider that virtue
could have been determined by earlier choices, so it might have set honesty
to 30 instead. You can also use it with *rand
, *input_text
, and *input_number
.
Still not convinced? Don’t worry about it; you’ll probably never need it.
*temp superpower "invisibility"
Your super power is:
*goto {superpower}
flight!
*finish
*label invisibility
invisibility.
You can also use this with *goto_scene
and *gosub_scene
. Beware that Quicktest effectively skips *goto_scene
and *gosub_scene
lines that use curly references. (Randomtest works fine.) If you have a file with a section that can only be reached using a curly referenced *goto_scene
command, consider adding a section like this somewhere in your game, enumerating the possible destinations.
*if false
*gosub_scene checkpoint chap1
*gosub_scene checkpoint chap2
*gosub_scene checkpoint chap3
Quicktest will “run” those lines to verify that the chap1, chap2, and chap3 labels exist in the checkpoint scene, and verify that those labels will be actually covered by Quicktest.
foo[1]
, to refer to the variable foo_1
. But you can put anything in the brackets, including variables, like this: strength[current_opponent]
.
*create current_opponent 1
*create_array strength 5 50
*create_array damage 5 20
You did ${damage[current_opponent]} points of damage.
*set strength[current_opponent] -damage[current_opponent]
*goto dialog[current_opponent]
*gosub_scene dialog[current_opponent] took_damage
Please post on the ChoiceScript forum if you have questions about this document.
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