Choices
Learn about choices, their properties and how to use them!
Last updated
Learn about choices, their properties and how to use them!
Last updated
Choices allow players to take decisions and then react based on whatever they chose. They are represented on your script as Objects
and they allow you to define as many choices as you can fit on the screen!
Name | Type | Optional | Description |
|
| Yes | A space separated list of classes to add to the choice container. |
|
| Yes | Specifies a dialog to be shown along with the choices. |
|
|
| A timer configuration object. |
|
| No | Any other object added will be considered as a choice. Choices have their own individual properties that are described below. |
Name | Type | Optional | Description |
|
| Yes | A space separated list of classes to add to the choice. |
|
| Yes | A function returning a |
|
| Yes | A function returning a |
|
| No | The action to perform if the the choice is picked. Contrary to the |
|
| Yes | A function that will be run if the choice is picked. |
|
| Yes | A function that will revert the actions done on the |
|
| No | The text that will be shown in the choice. |
Every choice requires 2 properties: the text to display and what to do when it's clicked.
There are some cases where you would only want to show a choice if certain conditions are met. For this example, let's assume this is your storage
variable:
As you can see, we added a 'played' variable inside the storage and set its default to false
. Now, let's see what would happen with the following Choices:
'Player'
will only be shown if the 'played'
variable we added is true
, since we defined it as false
, then it won't be shown however, if somewhere along the script we were to change that variable to true
then this choice will be shown.
You might want to show a dialog along with the choices, this is possible using the Dialog
property inside the object:
That way the 'Dialog'
property is the one that will be shown with the choices, as you can see, just like with normal dialogs, you can specify what character is the one talking and take full advantage of other things like side images on it.
Earlier we made a conditional choice that would only be shown if a condition was satisfied, but what if you want to show the player that there is a choice they could be making if certain conditions were satisfied.
For this example, let's assume this is your storage
variable:
As you can see, we added a haveKey
variable inside the storage and set its default value to false
. With that established, consider the following code.
The 'Clickable'
property, as its name implies, decides whether or not a button can be clicked.
Yes
will be shown regardless of whether or not the variable we added is true
, but it will only be clickable if it is. On that note, if the variable haveKey
is false, then the Yes
button will not be clickable. However, this might be confusing to your players, as they will see a choice, try to click it, and clicking it will do nothing. We can help out with this confusion with a little bit of visual design.
The 'Class'
property allows you to give a CSS class to your buttons for special styles. Suppose you had the following CSS in your main.css
file:
The boldedText
and italicText
classes can then be applied to your buttons by setting their 'Class'
properties in your script, like so:
This way, the 'Yes'
button will have its text bolded and the 'No'
button will have its text italicized. You can also use CSS styling to do things like give buttons background images and make the text on them invisible, so you can have buttons with pictures!
Earlier, we mentioned you could style unclickable buttons as well. This is easy to do as the buttons in Monogatari's choices are HTML buttons, and when a button is made unclickable, it is given the 'disabled'
attribute. This means that we can style disabled buttons with CSS attribute styling. Consider the following example:
With this CSS styling, buttons containing the 'disabled'
attribute will render semi-transparent, which will visually indicate to the player that they are different, so hopefully they won't be confused when they are unable to click it.
You can also use classes and attributes at the same time:
In this example, the text would have a line through it if and only if it is both disabled, and the button has the '.classname'
class. If you wanted to make a specific class for a specific button, you could use the ::after
pseudo selector and the 'content'
property to append an explanation as to why you can't click the button too, or you could make two separate buttons where one displays if a condition is met, and the other displays if the condition is unmet.
The 'onChosen'
property allows us to run a function when the player clicks your button. For this example, we'll assume that our storage contains the following:
In our script.js
file, somewhere outside of our game's script, we could have a simple example function for attacking the enemy.
This function sets the enemyHealth
value to be equal to its current value minus the playerAttack
value.
Then, in our script, we could have a choice for the player:
You could also have the function written out in the script itself for one-time functions that won't be called again.
This achieves the same result. You could also use these functions to invisibly keep track of which options the player clicked, or any other ideas you might have.
The 'onRevert'
property should contain a function that will run when the player rewinds the game using the back
button before a choice selection that runs an onChosen
function. Ideally, this function should be used to undo whatever was done by the onChosen
function, assuming the onChosen
function did anything at all. For example, if you have an onChosen
function that gives the player 5 gold, then the onRevert
function should remove 5 gold, or else the player could just choose the option, rewind, choose it again, until they have as much gold as they want.
Monogatari remembers for the player which option they picked, so if they chose Yes in the above example, when they rewind, it will run the onRevert
function for "yes", whereas if they chose no, it will not run anything special, as No does not contain an onRevert
or onChosen
function.
The 'onRevert'
property is required when you use the onChosen
function, or else the player will not be able to use the "back" button to revert before the choice. If you don't care whether or not your player is allowed to rewind before a decision, then you don't need to use onRevert
but that might make your player assume that there's a bug if some choices are reversible and others aren't.
The Timer object takes two methods: "time" and "callback". Time is simply the amount of time in miliseconds you want the timer to last, and callback is a function to run after that timer has finished.
Timers can be used to require the player to think quickly, and make something happen if they take too long to select a choice. In this example, assume that we have a css class "Invisible" that simply applies a display:none
to the element.
In this example, there are three buttons, but only two of them are actually visible to the player. After 5 seconds passes, the third button is clicked automatically.
You can also do other things with timers, such as increment a counter, play a sound, or anything else you like. Please note, however, that there is no corresponding revert function for timers. Anything that happens in a timer will not be undone when the player clicks the back button. (Of course, you'd probably not want the player to be able to undo a mistake like allowing a timer to conclude, so if you use timers in this way, consider disabling the rollback function.)