Add cross timeline interaction gym
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docs/gyms/cross-timeline-interactions/gym_main.dtl
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docs/gyms/cross-timeline-interactions/gym_main.dtl
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# ============================================================
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# Cross-Timeline Interactions Gym — Hub
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# ============================================================
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# Starting point for exploring all cross-timeline patterns.
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# Pick a pattern to see it in action, then return here.
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# ============================================================
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join Miko center
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join Advisor right
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Advisor (pl5): Welcome to the Cross-Timeline Interactions Gym!
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Miko (joy): Here you can explore all the ways Dialogic timelines\
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can talk to each other.
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label menu
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Miko (neutral): Which pattern would you like to explore?
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- 1. Jump to another timeline
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Miko (smile): Simple! Let's see a direct jump in action.
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jump gym_pattern1_jump/
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- 2. Jump + Return (subroutine)
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Miko (joy): Like calling a function, but with dialog!
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jump gym_pattern2_caller/start
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- 3. Variable chain (set in A, check in B)
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Miko (neutral): Let's set some variables and see them carry over.
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set {Gym.demo_flag} = false
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jump gym_pattern3_variable_chain_A/start
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- 4. Signal → GDScript → Timeline
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Miko (smile): Code listens for a signal and starts the next timeline.
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[wait time="0.5"]
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jump gym_pattern4_signal_chain/start
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- 5. Choice routes to different timelines
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Miko (joy): Each choice jumps to a completely different scene!
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jump gym_pattern5_choice_jump/start
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- 6. Condition-based routing
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Miko (doubt): Variables decide which timeline runs, not the player.
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jump gym_pattern6_condition_router/start
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- 7. Player text input drives the next timeline
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Miko (smile): Type your name and see what happens!
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jump gym_pattern7_text_input/start
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- 8. Dynamic label jump with variables
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Miko (joy): The variable itself is the jump target!
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jump gym_pattern8_dynamic_label/start
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- I've seen enough. Goodbye!
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Miko (smile): Thanks for exploring! Come back anytime.
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Advisor (pl5): Until next time.
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[end_timeline]
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