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Add helper NPC dialogue and interactions for mission assistance
- Created a new JSON file for the helper NPC with various dialogue options and interactions. - Implemented responses for asking about the NPC, unlocking the CEO's office, and providing items. - Enhanced trust-building mechanics with the NPC, allowing for item exchanges and hints based on player actions. - Updated existing NPC dialogue to integrate new features and improve player guidance throughout the mission.
This commit is contained in:
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docs/INK_BEST_PRACTICES.md
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docs/INK_BEST_PRACTICES.md
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# Ink Story Writing Best Practices for Break Escape
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## Speaker Tags - Critical for Dialogue Attribution
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Every dialogue block in Break Escape Ink stories must include a speaker tag comment. This tells the game engine WHO is speaking so it displays the correct character portrait and name.
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### Speaker Tag Format
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```ink
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=== dialogue_block ===
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# speaker:npc
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This dialogue comes from the main NPC being talked to
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```
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### Tag Types
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| Tag Format | Usage | Example |
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|-----------|-------|---------|
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| `# speaker:npc` | Main NPC in single-NPC conversation | `# speaker:npc` |
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| `# speaker:player` | Player speaking | `# speaker:player` |
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| `# speaker:npc:sprite_id` | Specific character in multi-NPC scene | `# speaker:npc:test_npc_back` |
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### Missing Tags? They Default Correctly!
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**Important**: If a speaker tag is MISSING, the dialogue automatically attributes to the main NPC. This means:
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- **Single-NPC conversations** can omit tags (simpler Ink)
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- **Multi-character conversations** MUST include tags to show who's speaking
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- **Player dialogue** can be explicitly tagged or inferred
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### Examples
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#### Single-Character (Tags Optional)
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```ink
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=== hub ===
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I'm here to help you progress.
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What can I do for you?
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-> hub
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```
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↑ Both lines default to the main NPC (this.npc.id)
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#### Single-Character (Tags Explicit)
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```ink
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=== hub ===
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# speaker:npc
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I'm here to help you progress.
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# speaker:npc
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What can I do for you?
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-> hub
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```
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↑ Same result, but more explicit
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#### Multi-Character (Tags Required!)
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```ink
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=== meeting ===
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# speaker:npc:test_npc_back
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Hey, meet my colleague from the back office.
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# speaker:npc:test_npc_front
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Nice to meet you! I manage the backend systems.
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# speaker:player
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That sounds interesting.
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# speaker:npc:test_npc_back
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We work great together!
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```
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↑ Tags MUST be present so the correct portraits appear
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### Technical Implementation
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The game engine uses these tags to:
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1. **Determine which character portrait to show** - Main NPC or secondary character
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2. **Set the speaker label** - Shows character name above dialogue
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3. **Style the dialogue bubble** - NPC vs Player styling
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4. **Track multi-character conversations** - Knows who said what when
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**Code location**: `js/minigames/person-chat/person-chat-minigame.js` → `determineSpeaker()` and `createDialogueBlocks()`
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---
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## Core Design Pattern: Hub-Based Conversations
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Break Escape conversations follow a **hub-based loop** pattern where NPCs provide repeatable interactions without hard endings.
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### Why Hub-Based?
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1. **State Persistence** - Variables (favour, items earned, flags) accumulate naturally across multiple interactions
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2. **Dynamic Content** - Use Ink conditionals to show different options based on player progress
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3. **Continuous Evolution** - NPCs can "remember" conversations and respond differently
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4. **Educational Flow** - Mirrors real learning where concepts build on each other
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## Standard Ink Structure
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### Template
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```ink
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VAR npc_name = "NPC"
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VAR favour = 0
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VAR has_learned_about_passwords = false
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=== start ===
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# speaker:npc
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~ favour += 1
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{npc_name}: Hello! What would you like to know?
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-> hub
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=== hub ===
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* [Ask about passwords]
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~ has_learned_about_passwords = true
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~ favour += 1
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-> ask_passwords
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* [Make small talk]
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-> small_talk
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* [Leave] #exit_conversation
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# speaker:npc
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{npc_name}: See you around!
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-> hub
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=== ask_passwords ===
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# speaker:npc
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{npc_name}: Passwords should be...
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-> hub
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=== small_talk ===
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# speaker:npc
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{npc_name}: Nice weather we're having.
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-> hub
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```
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### Key Points
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1. **Hub Section**: Central "choice point" that always loops back
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2. **Exit Choice**: Include a "Leave" option with `#exit_conversation` tag
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3. **Variables**: Increment favour/flags on meaningful choices
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4. **No Hard END**: Avoid `-> END` for loop-based conversations
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## Exit Strategy: `#exit_conversation` Tag
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### What It Does
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When a player selects a choice tagged with `#exit_conversation`:
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1. The dialogue plays normally
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2. After the NPC response, the minigame closes automatically
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3. All conversation state (variables, progress) is saved
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4. Player returns to the game world
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### Usage
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```ink
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+ [I need to go] #exit_conversation
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{npc_name}: Okay, come back anytime!
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-> hub
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```
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### Important
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- The NPC still responds to the choice
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- Variables continue to accumulate
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- Story state is saved with all progression
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- On next conversation, story picks up from where it left off
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## Handling Repeated Interactions
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Break Escape uses Ink's built-in features to manage menu options across multiple conversations.
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### Pattern 1: Remove Option After First Visit (`once`)
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Use `once { }` to show a choice only the first time:
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```ink
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=== hub ===
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once {
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* [Introduce yourself]
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-> introduction
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}
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+ [Leave] #exit_conversation
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-> hub
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```
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**Result:**
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- 1st visit: "Introduce yourself" appears
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- 2nd+ visits: "Introduce yourself" is hidden
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### Pattern 2: Change Menu Text on Repeat (`sticky`)
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Use `sticky { }` with conditionals to show different options:
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```ink
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VAR asked_question = false
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=== hub ===
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sticky {
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+ {asked_question: [Remind me about that question]}
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-> question_reminder
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+ {not asked_question: [Ask a question]}
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-> question
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}
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+ [Leave] #exit_conversation -> hub
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=== question ===
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~ asked_question = true
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NPC: Here's the answer...
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-> hub
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=== question_reminder ===
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NPC: As I said before...
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-> hub
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```
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**Result:**
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- 1st visit: "Ask a question"
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- 2nd+ visits: "Remind me about that question"
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### Pattern 3: Show Different Content Based on Progress
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Use variable conditionals anywhere:
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```ink
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VAR favour = 0
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VAR has_learned_x = false
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=== hub ===
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+ {favour < 5: [Ask politely]}
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~ favour += 1
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-> polite_ask
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+ {favour >= 5: [Ask as a friend]}
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~ favour += 2
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-> friend_ask
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+ [Leave] #exit_conversation -> hub
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```
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### Combining Patterns
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```ink
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VAR asked_quest = false
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VAR quest_complete = false
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=== hub ===
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// This option appears only once
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once {
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* [You mentioned a quest?]
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~ asked_quest = true
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-> quest_explanation
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}
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// These options change based on state
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sticky {
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+ {asked_quest and not quest_complete: [Any progress on that quest?]}
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-> quest_progress
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+ {quest_complete: [Quest complete! Any rewards?]}
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-> quest_rewards
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}
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+ [Leave] #exit_conversation -> hub
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```
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### How Variables Persist
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Variables are automatically saved and restored:
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```ink
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VAR conversation_count = 0
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=== start ===
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~ conversation_count += 1
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NPC: This is conversation #{conversation_count}
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-> hub
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```
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**Session 1:** conversation_count = 1
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**Session 2:** conversation_count = 2 (starts at 1, increments to 2)
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**Session 3:** conversation_count = 3
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The variable keeps incrementing across all conversations!
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## State Saving Strategy
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### Automatic Saving
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- State saves **immediately after each choice** is made
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- Variables persist across multiple conversations
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- No manual save required
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### What Gets Saved
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```javascript
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{
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storyState: "...", // Full Ink state (for resuming mid-conversation)
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variables: { favour: 5 }, // Extracted variables (used when restarting)
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timestamp: 1699207400000 // When it was saved
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}
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```
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### Resumption Behavior
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1. **Mid-Conversation Resume** (has `storyState`)
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- Story picks up exactly where it left off
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- Full narrative context preserved
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2. **After Hard END** (only `variables`)
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- Story restarts from `=== start ===`
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- Variables are pre-loaded
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- Conditionals can show different options based on prior interactions
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## Advanced Patterns
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### Favour/Reputation System
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```ink
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VAR favour = 0
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=== hub ===
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{favour >= 5:
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+ [You seem to like me...]
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~ favour += 1
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-> compliment_response
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}
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+ [What's up?]
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~ favour += 1
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-> greeting
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+ [Leave] #exit_conversation
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-> hub
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```
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### Unlocking Questlines
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```ink
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VAR has_quest = false
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VAR quest_complete = false
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=== hub ===
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{not has_quest:
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+ [Do you need help?]
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~ has_quest = true
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-> offer_quest
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}
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{has_quest and not quest_complete:
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+ [Is the quest done?]
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-> check_quest
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}
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* [Leave] #exit_conversation
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-> hub
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```
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### Dialogue That Changes Based on Progress
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```ink
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=== greet ===
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{conversation_count == 1:
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{npc_name}: Oh, a new face! I'm {npc_name}.
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}
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{conversation_count == 2:
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{npc_name}: Oh, you're back! Nice to see you again.
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}
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{conversation_count > 2:
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{npc_name}: Welcome back, my friend! How are you doing?
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}
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-> hub
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```
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## Anti-Patterns (Avoid These)
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❌ **Hard Endings Without Hub**
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```ink
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=== conversation ===
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{npc_name}: That's all I have to say.
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-> END
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```
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*Problem: Player can't interact again, variables become stuck*
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❌ **Showing Same Option Repeatedly**
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```ink
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=== hub ===
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+ [Learn about X] -> learn_x
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+ [Learn about X] -> learn_x // This appears EVERY time!
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```
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*Better: Use `once { }` or `sticky { }` with conditionals*
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❌ **Forgetting to Mark Topics as Visited**
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```ink
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=== hub ===
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+ [Ask about passwords]
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-> ask_passwords
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=== ask_passwords ===
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NPC: Passwords should be strong...
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-> hub
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```
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*Problem: Player sees "Ask about passwords" every time*
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*Better: Track it with a variable*
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```ink
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VAR asked_passwords = false
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=== ask_passwords ===
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~ asked_passwords = true
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NPC: Passwords should be strong...
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-> hub
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```
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❌ **Mixing Exit and END**
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```ink
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=== hub ===
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+ [Leave] #exit_conversation
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-> END
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```
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*Problem: Confused state logic. Use `#exit_conversation` OR `-> END`, not both*
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❌ **Conditional Without Variable**
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```ink
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=== hub ===
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+ {talked_before: [Remind me]} // 'talked_before' undefined!
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-> reminder
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```
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*Better: Define the variable first*
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```ink
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VAR talked_before = false
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=== ask_something ===
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~ talked_before = true
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-> hub
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```
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## Debugging
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### Check Saved State
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```javascript
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// In browser console
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window.npcConversationStateManager.getNPCState('npc_id')
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```
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### Clear State (Testing)
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```javascript
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window.npcConversationStateManager.clearNPCState('npc_id')
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```
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### View All NPCs with Saved State
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```javascript
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window.npcConversationStateManager.getSavedNPCs()
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```
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## Testing Your Ink Story
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1. **First Interaction**: Variables should start at defaults
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2. **Make a Choice**: Favour/flags should increment
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3. **Exit**: Should save all variables
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4. **Return**: Should have same favour, new options may appear
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5. **Hard END (if used)**: Should only save variables, restart fresh
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## Real-World Example: Security Expert NPC
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Here's a complete example showing all techniques combined:
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```ink
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VAR expert_name = "Security Expert"
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VAR favour = 0
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VAR learned_passwords = false
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VAR learned_phishing = false
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VAR learned_mfa = false
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VAR task_given = false
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VAR task_complete = false
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=== start ===
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~ favour += 1
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{expert_name}: Welcome back! Good to see you again.
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-> hub
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=== hub ===
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// Introduction - appears only once
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once {
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* [I'd like to learn about cybersecurity]
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-> introduction
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}
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// Password topic - changes on repeat
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sticky {
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+ {learned_passwords: [Tell me more about password security]}
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-> passwords_advanced
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+ {not learned_passwords: [How do I create strong passwords?]}
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-> learn_passwords
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}
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// Phishing topic - only shows after passwords are learned
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{learned_passwords:
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sticky {
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+ {learned_phishing: [Any new phishing threats?]}
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-> phishing_update
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+ {not learned_phishing: [What about phishing attacks?]}
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-> learn_phishing
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}
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}
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// MFA topic - conditional unlock
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{learned_passwords and learned_phishing:
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sticky {
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+ {learned_mfa: [More about multi-factor authentication?]}
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-> mfa_advanced
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+ {not learned_mfa: [I've heard about multi-factor authentication...]}
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-> learn_mfa
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}
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}
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// Tasks appear based on what they've learned
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{learned_passwords and learned_phishing and not task_given:
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+ [Do you have any tasks for me?]
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~ task_given = true
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-> task_offer
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}
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{task_given and not task_complete:
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+ [I completed that task]
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~ task_complete = true
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~ favour += 5
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-> task_complete_response
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}
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{favour >= 20:
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+ [You seem to trust me now...]
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~ favour += 2
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-> friendship_response
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}
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+ [Leave] #exit_conversation
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{expert_name}: Great work! Keep learning.
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-> hub
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=== introduction ===
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||||
{expert_name}: Cybersecurity is all about protecting data and systems.
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{expert_name}: I can teach you the fundamentals, starting with passwords.
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-> hub
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=== learn_passwords ===
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~ learned_passwords = true
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~ favour += 1
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{expert_name}: Strong passwords are your first line of defense.
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{expert_name}: Use at least 12 characters, mixed case, numbers, and symbols.
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-> hub
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||||
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=== passwords_advanced ===
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||||
{expert_name}: Consider using a password manager like Bitwarden or 1Password.
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{expert_name}: This way you don't have to remember complex passwords.
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||||
-> hub
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||||
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=== learn_phishing ===
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~ learned_phishing = true
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||||
~ favour += 1
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{expert_name}: Phishing emails trick people into revealing sensitive data.
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{expert_name}: Always verify sender email addresses and never click suspicious links.
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-> hub
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||||
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=== phishing_update ===
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||||
{expert_name}: New phishing techniques are emerging every day.
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{expert_name}: Stay vigilant and report suspicious emails to your IT team.
|
||||
-> hub
|
||||
|
||||
=== learn_mfa ===
|
||||
~ learned_mfa = true
|
||||
~ favour += 1
|
||||
{expert_name}: Multi-factor authentication adds an extra security layer.
|
||||
{expert_name}: Even if someone has your password, they can't log in without the second factor.
|
||||
-> hub
|
||||
|
||||
=== mfa_advanced ===
|
||||
{expert_name}: The most secure setup uses a hardware security key like YubiKey.
|
||||
{expert_name}: SMS codes work too, but authenticator apps are better.
|
||||
-> hub
|
||||
|
||||
=== task_offer ===
|
||||
{expert_name}: I need you to audit our password policies.
|
||||
{expert_name}: Can you check if our employees are following best practices?
|
||||
-> hub
|
||||
|
||||
=== task_complete_response ===
|
||||
{expert_name}: Excellent work! Your audit found several issues we need to fix.
|
||||
{expert_name}: You're becoming quite the security expert yourself!
|
||||
-> hub
|
||||
|
||||
=== friendship_response ===
|
||||
{expert_name}: You've learned so much, and I can see your dedication.
|
||||
{expert_name}: I'd like to bring you into our security team permanently.
|
||||
-> hub
|
||||
```
|
||||
|
||||
**Key Features Demonstrated:**
|
||||
- ✅ `once { }` for one-time intro
|
||||
- ✅ `sticky { }` for "tell me more" options
|
||||
- ✅ Conditionals for unlocking content
|
||||
- ✅ Variable tracking (learned_X, favour)
|
||||
- ✅ Task progression system
|
||||
- ✅ Friendship levels based on favour
|
||||
- ✅ Proper hub structure
|
||||
|
||||
## Common Questions
|
||||
|
||||
**Q: Should I use `-> END` or hub loop?**
|
||||
A: Use hub loop for NPCs that should be repeatable. Use `-> END` only for one-time narrative moments.
|
||||
|
||||
**Q: How do I show different dialogue on repeat conversations?**
|
||||
A: Use Ink conditionals with variables like `{conversation_count > 1:` or `{favour >= 5:`
|
||||
|
||||
**Q: Can I have both choices and auto-advance?**
|
||||
A: Yes! After showing choices, the hub is reached. Use `-> hub` to loop.
|
||||
|
||||
**Q: What if I need to end a conversation for story reasons?**
|
||||
A: Use a choice with dialogue that feels like an ending, then loop back to hub. Or use `#exit_conversation` to close the minigame while keeping state.
|
||||
|
||||
**Q: What's the difference between `once` and `sticky`?**
|
||||
A: `once` shows content only once then hides it. `sticky` shows different content based on conditions. Use `once` for introductions, use `sticky` to change menu text.
|
||||
|
||||
**Q: Can I have unlimited options in a hub?**
|
||||
A: Yes! But for good UX, keep it to 3-5 main options plus "Leave". Use conditionals to show/hide options based on player progress.
|
||||
Reference in New Issue
Block a user