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orzo/docs/gyms/cross-timeline-interactions/gym_pattern7_text_input.dtl

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# ============================================================
# 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