The set function allows you to create variables that will be kept (and saved), which can later be used in conditions.
It takes two parameters:
path: The path where you want to save your value. It can be a deep path and will automatically generate nested objects. For example: DATA.level_1.ending
value: The value you want to assign to the variable. For example: "good_ending"
Example
In this example, we ask the player a question, store the answer in a variable, and then use that variable in a condition to play a line of dialogue only for players who like surprises
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set_example:
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choice:
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talk cat idle "Do you like surprises?"
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"Yes":
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set DATA.like_surprises true
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"No!":
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set DATA.like_surprises false
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$if this.DATA.like_surprises:
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talk cat idle "Since you like surprises, here's a surprise message"