Once a player has been given variables, you can check against them to determine what the story does next. This is called a Condition.
There are 3 types of basic conditional commands: if
, not
, cost
, and limit
. These can be paired with a symbol (more on that in the next section) but don’t need to be.
Below you’ll see examples on how these commands are written & a brief explanation of what each one asks the system to do.
If a symbol isn’t used (as in the examples below), it’s assumed to be “greater than or equal to”. If a value isn’t specified it’s assumed to be 1.
[if: VARIABLE]
: “If the player has greater than or equal to 1 VARIABLE,
execute what follows.”[not: VARIABLE]
: “If the player does NOT have greater than or equal to 1 VARIABLE
, execute what follows.”[cost: VARIABLE]
: “Remove 1 VARIABLE
from the reader.” This should only be used in a choice.[limit: #]
: Limits the number of times a given content can be seen by the player. Useful for hub & spoke conversation wheels.
[limit: 1]
placed on a choice means that the player will be able to select that choice at most 1 time.and
/or
, check the calculations page!Here’s a full list of the symbols you can use in conditional commands:
=
Equal to (exactly). Main use case is to check strings.
!=
Not Equal to (anything but)
>
Greater than (not including)
<
Less than (not including)
<=
Less than or equal to (at most)
>=
Greater than or equal to (at least).
<aside>
💡 You should use >=
90% of the time.
</aside>