Today’s question:
I’m working on branching choices at the end of a game, and I’m having trouble coming up with the language to allow me to add end notes to each choice without repeating the end notes for every choice.
Like this:
To say talk to instead:
if the noun is the frog:
if the player is choice1:
say "A bunch of stuff[paragraph break]";
wait for any key;
clear the screen;
say "A bunch more stuff.[paragraph break]Oh, dear. That decision didn't work out well. Would you like to rewind and make a different choice?>";
if the player consents:
rewind occurs in zero turns from now;
otherwise:
say "[paragraph break]Here's the end stuff.";
end the story;
say "[paragraph break]Would you like to read the game's end notes?>";
if player consents:
say "End notes.";
otherwise if the player is choice2:
etc, etc
But I have 10 choices, and the end notes are long, and I don’t want to have to put them in for every choice. I’d like something like:
Understand the command "finish" as something new. Understand "finish" as finishing. Finishing is an action applying to nothing.
Report finishing:
say "end notes.".
And then change the end of my previous code to something like this:
yada yada yada:
otherwise:
say "[paragraph break]Here's the end stuff.";
end the story;
say "[paragraph break]Would you like to read the game's end notes?>";
if player consents:
report finishing.
But of course it doesn’t like “report finishing” used that way.
I also tried this:
At the time when storyends:
say "end notes.".
and then changed the end of my code to this:
otherwise:
say "Here's the end stuff.";
end the story;
say "[paragraph break]Would you like to read the game's end notes?>";
if player consents:
the storyends in zero turns from now;
But that doesn’t work because I guess consenting doesn’t count as a turn. And saying “now the storyends” doesn’t work.
I am really struggling to keep my code non-repetitive so that everything isn’t so long. I know this is probably really easy, but I just can’t find how to do it.