Exhaustive Dialogue Loop

Last edit 10 Oct 2026, 04:56 by RyBread (mod)History

This guide explains how to let players ask a character multiple questions in any order they want, without forcing them into a rigid, linear conversation.

By default, once a player selects a topic from the list, that choice automatically disappears from the menu when the conversation loops back. This ensures they can only ask each question once.

THE COMPLETE CODE TEMPLATE

Copy and paste this structure directly into your Ink script to get started:

code
== KnotName
- (loop) // This is the point of return
* Player text
    NPC message
    -> loop // This indicates it should loop back up
* Player text
    NPC message
    -> loop
* Player text
    NPC message
    -> loop

* -> // This is the "exhausted all options point"
** Player text
    NPC message
    -> NextKnot

== NextKnot
-> END

HOW IT WORKS (STEP-BY-STEP BREAKDOWN)

STEP 1: Starting the section The conversation begins normally at the top of the knot. This sets up the initial flavor text before the questions start. You can write your knot like normal.

code
== KnotName

STEP 2: Setting the Anchor Point The minus sign and the parentheses create a reusable "anchor point" or label. You can use anything you want. Use the same structure for knot names (use - or _ instead of spaces):

code
- (conversation_loop)

Think of this as a checkpoint. We will use this label to send the player back to this exact spot in the script after each answer.

STEP 3: The Questions (Asterisks) Like always, player options starts with a single asterisk (*):

code
* [Ask about the daily routine]

In Ink, a single asterisk means "show this choice only once." The moment the player clicks it, the engine remembers it. When the player is sent back to the checkpoint later, any option they already clicked will be hidden.

STEP 4: Redirecting Back At the end of every answer, we use an arrow pointing back to our checkpoint:

code
-> conversation_loop

This immediately loops the player back to the menu, showing only the remaining unclicked questions. Remember to reuse the same name, just like you would for diverts and knot names.

STEP 5: The Invisible Exit (The Fallback) This is the magic piece of the puzzle:

code
* -> 

This is called a "fallback choice." Because it uses an asterisk, it waits until all the other asterisk choices above it are gone. When the player clicks the very last question, the script loops back, sees no options left, and automatically triggers this line to move the story forward seamlessly.

When it is all said and done, here is how it could look:

Example
Example

SUMMARY OF SYMBOLS USED

* [Asterisk] = A choice that can only be clicked once. Disappears when looped. Standard player choice syntax

- [Minus Sign] = Creates a gathering point or menu hub.

-> [Arrow] = Diverts or sends the player to a specific label or scene.

* -> [Fallback] = Automatically runs when all regular choices are exhausted.

Official Sexter creator documentation. Older Unity / SmGF folder-mod docs remain at docs.unzipped.games. Creator Corner is for community models and production workflows.