It's probably the case that your nested if statements are out of order. One way to be able to see the code more clearly is to wrap large blocks of code inside if statements into regions, and then close those regions.
Highlighting a curly bracket will highlight its partner (and if you don't see a highlighted partner where you expect to see it, that's probably going to cause you the kind of issue you mentioned.
Viewing post in RPG Starter Kit for GameMaker Studio 2 comments
#region main
option_state = global.option_text[selected_option];
selected_option = 0;
switch option_state{
case "ATTACK":{
scr_attack(global.pl_stats[e_pl_stats.attack], monster.defence, monster, hero);
option_state = "DONE"
}break;
case "ITEM": max_options = 0; break
case "MAGIC": max_options = ds_list_size(ds_magic_list); break;
case "RUN" : {
var ran_away = choose(true, false);
visible_string = ""
if (ran_away == true){
text_to_display = "You ran away like the pathedic coward you are."
victory_state = "PLAYER RAN"
option_state = "BATTLE OVER"
}else{
text_to_display = "You try to run away but fall flat on your face."
option_state = "DONE"
}
}break}
#endregion
this is the code, I don’t see anything wrong but I am a noob so do you see anything wrong.
https://loviekaldahl.itch.io/thing-for-gamemaker-rob
here is the link to the thing
I spent some time checking it out. I haven't found anything wrong yet. I don't know if there's a problem with converting whatever version of gamemaker you used to 2.3, but I can't even get show_debug messages to show after pressing Enter/Space, or any other key.
I've had this issue with another project and I don't know of a fix for it.