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display_choices [2021/06/29 19:15] justindisplay_choices [2021/06/29 20:42] (current) justin
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 ---- ----
  
-Displays a set of choices to the player using a [[dialogue]] box. The list of choices must be provided as an [[array]] of [[string]] values. Once the player has selected an option, the choice will be stored into the result variable as a [[number]] (with 0 being the first option, 1 being the second, and so forth).+Displays a set of choices to the player using a [[dialogue]] box. The list of choices must be provided as an [[array]] of [[string]] values. Once the player has selected an option, the choice will be stored into the result variable as a [[number]] (with 0 being the first option, 1 being the second, and so forth). This function, when paired together with the [[Display Message]] function, can be used to create simple, on the fly conversations without the need for a standalone [[dialogue]] file.
  
 ====Signature:==== ====Signature:====
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 ====Example:==== ====Example:====
 <code bauxite> <code bauxite>
-display_choices("Choose a reward!", array["Gold Coins", "Potions"], entity["Sarah"]);+display_choices("Choose a reward!", array["Food", "Potions"], entity["Sarah"]);
 </code> </code>
-//Results:// A [[dialogue]] box is displayed containing the text "Justin and Sarah's House".+//Results:// A [[dialogue]] box spoken by Sarah is displayedcontaining the text "Choose a reward!along with two options for the player to choose between.
  
 <WRAP center round tip 100%> <WRAP center round tip 100%>
-Use the **Display Choices** function to .+Use the **Display Choices** function to provide a list of rewards for the player to choose from upon completing a quest or to provide a prompt that determines the next event in a cutscene when the player is faced with a decision.
 </WRAP> </WRAP>
  
display_choices.1625019332.txt.gz · Last modified: 2021/06/29 19:15 by justin