# ============================================================
# Pattern 6: Condition-Based Timeline Routing
# ============================================================
# Variable values automatically decide which timeline to run.
# This is great for: time-of-day, reputation systems, quest states.
# ============================================================

label start

join Miko center
join Advisor right

Advisor (pl5): This pattern routes to different timelines\
based on variable values.

Miko (neutral): Let's check the variables and see where we go...

[wait time="1.0"]

# These variables are set/cleared by the hub menu
# and by exploring different patterns

if {Gym.demo_flag}:
    Miko (joy): `gym_demo_flag` is TRUE! You explored pattern 3.
    Miko (smile): That means I'll route to the "explored" path.
    jump gym_main/menu
elif {Museum.met_merchant}:
    Miko (neutral): You've met the merchant before!
    Advisor (pl5): We'll take a different route for returning players.
    jump gym_main/menu
else:
    Miko (doubt): No flags are set. This is your first time here.
    Advisor (doubt): We'll take the default path.
    jump gym_main/menu

# In a real game, these would jump to different scene timelines:
#   jump explored_content/
#   jump returning_player/
#   jump first_time/
