SelectedEver
Counts how many of the targeted nodes the player has directly selected across the whole run, regardless of which scene the argument belongs to. 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 selected at any point this run, capped at the count of tagged nodes in the project. The session-global counterpart to Selected, which only tracks selections during the current scene visit.
Category: Play history
Returns: int (boolean-coerces, see Boolean coercion)
Signature
SelectedEver(nodeOrTag)
The argument is either a node ID (node_confront) or a tag ID (tag_kind). For a node, the result is 1 if the player has ever selected it this run and 0 otherwise. For a tag, the result is the count of distinct tagged nodes the player has selected across the run. A node selected more than once still contributes one to that count.
Examples
SelectedEver(node_confront) // 1 once the player picked confront, even
// after leaving and re-entering the scene, else 0
SelectedEver(tag_kind) // count of distinct kind-tagged choices picked this run
SelectedEver(tag_lie) >= 3 // gate on the player picking three or more
// distinct lie-tagged choices
!SelectedEver(node_hint) // show a hint only if the player has never
// selected the hint node (0 coerces to false)
Notes
SelectedEver survives scene re-entry and save/restore. It is the right pick for once-per-run gates such as branching on whether the player has ever made a particular choice, and for measuring spread across a category of choices like distinct lies told over the whole run. For per-visit checks (does the gate reset when the scene reopens?) use Selected. See Expressions for the distinction.
For arguments: use the ID, not the UUID; see Expressions.