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Tutorial Conditioned Bindings
Anywhere a record binds a target, the binding can instead be an ordered
candidate list -- first match wins, a candidate without when always
matches, and your existing plain records stay valid untouched. Encounter
slots were first:
{
"id": "zone:route22_wilds",
"maps": ["map:Route22"],
"slots": {
"grass": [
{"when": "time_part_nite", "group": "egroup:route22_nite", "rate": 25},
{"group": "egroup:route22_day", "rate": 25}
]
}
}-
whenis a plain condition expression over the same identifiers events use -- the clock'stime_*family,badge_count, story flags, items. Mixed conditions like"badge_count >= 3 and time_part_nite"just work. - Order is authored order. A candidate after an unconditioned one can never fire, and the validator refuses it as dead.
- No match means no binding -- for an encounter slot, that's "no encounters of this kind right now", which is itself authorable.
- Determinism is part of the contract: resolution consumes no randomness, so replays and link sessions stay byte-exact.
Map palettes speak the same grammar (see Day and Night), and future surfaces (conditional music is on the roadmap) will too -- learn it once, use it everywhere. Studio renders the two shapes with a branch picker, so you can flip a plain binding into candidates without leaving the editor.
Monworks: MIT code · CC0 samples · everything pictured is original content. The faithful Pokémon Red build derives from your own local pokered clone and is never distributed. Pokémon is © Nintendo/Creatures/GAME FREAK; this is an unaffiliated fan engineering project.
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