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