31 lines
949 B
Plaintext
31 lines
949 B
Plaintext
# ============================================================
|
|
# Pattern 3: Variable Chain — Timeline B (checks the variable)
|
|
# ============================================================
|
|
|
|
label start
|
|
|
|
join Advisor right
|
|
|
|
Advisor (pl5): I'm timeline B. Let me check the variable you set...
|
|
|
|
[wait time="1.0"]
|
|
|
|
if {Gym.demo_flag}:
|
|
Advisor (surprise): It's TRUE! Timeline A successfully set it.
|
|
Advisor (pl5): This proves that variables persist across timeline\
|
|
boundaries — jumps, returns, even `start_timeline()` calls.
|
|
else:
|
|
Advisor (doubt): It's false... something went wrong.
|
|
Advisor (doubt): Did you skip timeline A?
|
|
|
|
[wait time="1.5"]
|
|
|
|
Advisor (pl5): Key insight: variables are shared GLOBAL state.
|
|
Advisor (doubt): Any timeline can read or write any pre-declared variable.
|
|
Advisor (pl5): This makes them perfect for world state, quest flags,\
|
|
relationship scores, and inventory.
|
|
|
|
[wait time="1.0"]
|
|
|
|
jump gym_main/menu
|