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For the repeating dialog, apparently the technique in RPGMaker is to use a 'switch', basically a global variable. See this tutorial

https://rpgmaker.net/tutorials/601/

I appreciate that even this does require writing the replacement dialog to follow on from the original dialog.

I do like the repeated "Spread 'em". :-) However it does not need the prior full explanation of the consequences of the search to be repeated each time. I'm not even sure the player needs a second chance every time as to whether they really want to leave the mine.

I know that RPG Maker is using switches, I'm using it on a daily basis.

Thanks for trying to help me, but sending me basic tutorials for a program that I'm using for two years with decent success now is a bit...insulting, don't you think?

Don't know if you have experience with that engine yourself, but if you do, you do also know that the amount of ingame switches is limited.

You're questioning basic design mechanics like whether the player should be questioned again if he wants to leave the mine or not, but where is that question coming from? You want to tell me that the experience of the game will be better if the player is not asked anymore?

Again, I appreciate your feedback, but you don't need to question every small design mechanic with minor impact :)

Yes darktoz, and while you are at it, please use this tutorial on "how to make rpg maker games for complete morons!" :D

Thanks for turning the public comment section into a mess, spikez! Can't even find my own comment anymore, lol.