I'm not familiar with the game code for Gamebooks, but for your scripting, it should be this:
msg ("What is your input?") // or whatever you want to say~ask here
get input {
// with 'get input' and 'show menu' Scripts, the quest engine automatically (hidden from you) sets:
// result = your_typed_in_input_during_game_play
// or for 'show menu' Script: result = your_selected_choice_during_game_play
if (result = "bradikardi") {
MovePlayer (Page2)
} else {
MovePlayer (Page3)
}
}
or, if you want more than 2 choices:
msg ("What is your input")
get input {
if (result = "bradikardi") {
MovePlayer (Page2)
} else if (result = "xxx3")
MovePlayer (Page3)
} else if (result = "xxx4")
MovePlayer (Page4)
} else if (result = "xxx5")
MovePlayer (Page5)
// etc etc etc more 'else ifs', or less too
} else {
MovePlayer (Page6)
}
}
I'm not sure about Gamebook, so if the...
MovePlayer (PageX)
doesn't work, try this (this is what it looks like in Text Adventure quest version):
MoveObject (player, PageX)
------------
again I don't know Gamebook code that well, but if it does have Functions, and you made your scripting block with a Function, then in the page's script where you want the script to run~execute~activate, then you just 'call function', which in code looks like this:
// I don't know how the 'page' Object looks in code, as I don't know the game code for Gamebook quest version:
// PageX:
<script>
brandikardi_function
</script>
// PageX
<function name="brandikardi_function">
msg ("What is your input")
get input {
if (result = "bradikardi") {
MovePlayer (Page2)
} else {
MovePlayer (Page3)
}
}
</function>