⚠️ Stale document. This is a YAML-example quickstart that predates the current
RuntimeOp/Predicate/Effectsystem. SeeCORE_DESIGN.md(RuntimeOp section) andVM_DESIGN.md(Traversal Traits) for the current architecture.
Conditional Narratives in StoryTangl¶
State Variables¶
Define global state in your script:
globals:
has_key: false
player_health: 100
Effects¶
Modify state when blocks are entered:
effects:
- "has_key = True"
- "player_health -= 10"
Conditions¶
Gate actions based on state:
actions:
- text: "Use the key"
conditions:
- "has_key"
- text: "Break down the door"
conditions:
- "player_health > 50"
Items and Flags¶
items:
sword:
name: "Iron Sword"
effects:
- "acquire_item('sword')"
conditions:
- "has_item('sword')"