# ============================================================ # Pattern 7: Player Text Input Drives Next Timeline # ============================================================ # The player types text that gets stored in a variable. # That variable then determines what happens next. # ============================================================ label start join Miko center join Advisor right Advisor (pl5): This pattern captures player text input\ and uses it to personalize the next timeline. Miko (smile): Let me ask you something... [wait time="0.5"] [text_input text="What is your name, traveler?" var="Gym.player_name" placeholder="Enter your name..." default="Hero" allow_empty="false"] Miko (joy): {Gym.player_name}? What a great name! [wait time="0.5"] Miko (neutral): Now watch — I can use your name to route you to\ different content. if {Gym.player_name} == "Miko": Miko (surprise): Wait... that's MY name! Advisor (surprise): An impostor? Or a coincidence? Miko (anger): I'll be watching you, {Gym.player_name}... elif {Gym.player_name} == "Hero": Miko (smile): Classic choice. Very heroic! Advisor (pl5): Predictable, but reliable. else: Miko (joy): {Gym.player_name}, that's unique! I've never heard that before. Advisor (pl5): A name to remember. [wait time="1.5"] Advisor (pl5): In a real game, the name would persist across ALL timelines. Advisor (pl5): You could reference `{Gym.player_name}` in any dialog. Miko (smile): NPCs could greet you by name, quest logs would use it... [wait time="1.0"] jump gym_main/menu