# ============================================================ # 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/