I've been playing around choice links and it does what it does.
What about if I just want to deactivate a link once it was clicked? And the other links are not affected?
Because
<<choice ...>>
deactivates the other choice links too.
Using:
Twine 2.1.0(Download - MacOS)
SugarCube 2.16.0
Comments
If the player cannot revisit the passage, then you could probably get away with using one of the combo link macros: <<linkappend>>, <<linkprepend>>, <<linkreplace>>.
If so then you will need track the state of each of the links, two ways to do this are:
1. Use the hasVisited() function to check if the target passage has been visited yet, this method only works if the target passage for each link is different.
2. Use variables to track if the associated link has been used. NOTE: You need to set the related variables to false before the passage containing the links is visited, ideally this is done in your StoryInit special passage like so.
I'm sorry for the incomplete question. Yes, the player will revisit the passage.
I'm trying to make a small jeopardy game. I used one passage for displaying the questions and one passage for displaying the answers. Each questions and answers have their own passages. I used variables to change which passages to display, I used the include macro.
I'm going to use the variables method. I'm thinking of also using arrays, but I don't think I have time or skills for that yet. I'll just improve the game later. XP
Thank you again for the answers!
(PS. I'm pretty sure I clicked the Ask a Question button, but my post still ends up as a discussion ?)
That and seeing too many cases (both my own but mostly other peoples) over the last 35 yrs where relying on a system to consistently set defaults and not doing your own initialisation has lead to problems.