40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
# ============================================================
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# Pattern 6: Condition-Based Timeline Routing
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# ============================================================
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# Variable values automatically decide which timeline to run.
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# This is great for: time-of-day, reputation systems, quest states.
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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 routes to different timelines\
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based on variable values.
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Miko (neutral): Let's check the variables and see where we go...
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[wait time="1.0"]
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# These variables are set/cleared by the hub menu
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# and by exploring different patterns
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if {Gym.demo_flag}:
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Miko (joy): `gym_demo_flag` is TRUE! You explored pattern 3.
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Miko (smile): That means I'll route to the "explored" path.
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jump gym_main/menu
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elif {Museum.met_merchant}:
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Miko (neutral): You've met the merchant before!
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Advisor (pl5): We'll take a different route for returning players.
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jump gym_main/menu
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else:
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Miko (doubt): No flags are set. This is your first time here.
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Advisor (doubt): We'll take the default path.
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jump gym_main/menu
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# In a real game, these would jump to different scene timelines:
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# jump explored_content/
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# jump returning_player/
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# jump first_time/
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