
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).
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💡 You should use >= 90% of the time.
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