SeenEver
Counts how many of the targeted nodes have appeared in a player-facing visible-choice set at any point in the whole run, across all scenes and visits. For a node argument the result is always 0 or 1. For a tag argument it is the number of distinct tagged nodes the player has ever been offered, capped at the count of tagged nodes in the project. A choice the player saw and skipped still counts as seen. The session-global counterpart to Seen, which only tracks visibility during the current scene visit.
Category: Play history
Returns: int (boolean-coerces, see Boolean coercion)
Signature
SeenEver(nodeOrTag)
The argument is either a node ID (node_intro) or a tag ID (tag_secret). For a node, the result is 1 if the node has ever been offered as a visible choice this run and 0 otherwise. For a tag, the result is the count of distinct tagged nodes the player has been offered across the run.
Examples
SeenEver(node_first_meeting) // 1 once the first-meeting beat was offered,
// even after the player leaves and returns, else 0
SeenEver(tag_reveal) // count of distinct reveal-tagged choices the
// player has been offered this run
SeenEver(tag_clue) >= 5 // gate on the player having been offered five or
// more distinct clue-tagged choices
!SeenEver(node_tutorial_tip) // show a tip only if the player has never been
// offered it (0 coerces to false)
Notes
SeenEver survives scene re-entry and save/restore. It is the right pick for one-shot reveals, permanent state checks, and measuring how many distinct options across a category the player has been exposed to. For per-visit checks (does the gate reset when the scene reopens?) use Seen. See Expressions for the distinction.
For arguments: use the ID, not the UUID; see Expressions.