Choices & logic
This page is about how a Patter scene decides: which children of a group play, what the player picks from, and the conditions, effects, and properties behind it all.
Selectors
Section titled “Selectors”A group’s selector decides what happens with the children whose conditions pass:
-
run(the default): play every eligible child in order. -
branch: play the first eligible child, and stop. This is your if / else-if / else, and your switch: ordered children with conditions, most specific first, and an unconditional last child as the “else”. -
sequence: a picker that remembers where it is, with two independent settings:- order:
sequential(the default),shuffle, orspecificity(Best match, below); - exhaust:
once(the default),repeat, orstick(hold on the last child).
Shuffle deals from the pack without repeats, and never plays the same line twice in a row: that’s built in, not an option. The
sequentialandshufflecombinations cover the usual “each line once”, “cycle”, “random with no repeats”, and “stop on the last” patterns;specificityis the state-aware one, and gets its own section. - order:
-
choice: offer all children as options and wait for the player. This is the one selector that does not filter on conditions; it hands ineligible options to your game marked unavailable instead (see below).
A sequence’s memory can be shared across flows rather than kept per-flow, so two
characters never draw the same shuffled line, or a once is spent for everyone the
first time it runs.
Best match: lines that fit the moment
Section titled “Best match: lines that fit the moment”sequence with order specificity (shown as Best match in Patterpad) is the selector for
lines that should comment on the exact situation, and quietly fall back to something generic when
nothing more specific applies. In one sentence: among the children whose conditions currently
pass, play the one whose condition is the most specific to the present state; reach for a generic
filler only when nothing more specific is eligible.
What it’s for
Section titled “What it’s for”Reactive one-liners - barks, ambient chatter, greetings - that feel canned if they ignore the
state, and are laborious to hand-branch if you write an if for every combination:
- Companion banter that reacts to what just happened: “You’re bleeding, here, take this” when the player is hurt and the companion has a potion; “Careful, it’s slippery” when it’s raining; a plain “Keep moving” when nothing special is going on.
- A guard who notices what you carry: a line for the stolen crown, a line for any drawn weapon, a generic “Move along” for everyone else.
- A shopkeeper whose greeting tracks your reputation or quest stage: the further along you are, the more specific the line they have for you.
- Tiered filler: three lines for the exact circumstance, two for the broad one, one catch-all.
You write the specific lines and the filler, each with its condition, in one group; Best match picks the right tier every time, with no hand-built decision tree.
How it decides (the specificity score)
Section titled “How it decides (the specificity score)”Each eligible child gets a specificity score: roughly, how many separate conditions are
actively holding it true right now. The highest score wins. A child with no condition scores
zero, so it is the filler; it only wins when nothing more specific is eligible. When children
tie, Best match breaks the tie with the same seeded shuffle as shuffle, so it stays reproducible
and never repeats a line back-to-back.
Walking a condition to score it:
andadds its two sides (both must hold, so both count).ortakes the stronger side (only one side is carrying the truth).notflips the sense and looks inside.check_flags(@q, +a, +b)counts each flag it checks.- anything else - a comparison, a property, a
visits()check - counts as one.
| Condition (all currently true) | Score |
|---|---|
| (no condition) | 0 |
@hurt |
1 |
@hurt and @hasPotion |
2 |
check_flags(@quest, +metCaptain, +hasCrown, +nightfall) |
3 |
@rich or @generous |
1 |
So a group holding @hurt and @hasPotion (2), @hurt (1), and a no-condition filler (0) plays the
first line when the player is hurt and the companion has a potion; the second when hurt but
empty-handed; and the filler otherwise.
Repeating vs using lines up
Section titled “Repeating vs using lines up”Best match composes with the sequence exhaust setting:
repeat(Patterpad’s default for Best match): re-score and re-pick every time the group is reached, so the character keeps preferring the most on-topic line as the state changes. This is what you want for barks and ambient chatter.once: each line is used up as it plays, so the group slides down the tiers, the most specific first, then the next, and finally the filler. Good graceful degradation for a set of first-time lines that shouldn’t repeat.
Writing one
Section titled “Writing one”Put the specific lines first and the general ones last, each with its condition, and leave
one child with no condition as the filler at the end. You don’t have to make the conditions
mutually exclusive - that’s the point: overlapping conditions are fine, the most specific eligible
one wins, and the filler catches the rest. (A Best-match group with no conditions at all just
behaves like shuffle; Patterpad points that out.)
Every engine agrees
Section titled “Every engine agrees”The score is a pure function of the condition and the current state, and ties use the shared seeded shuffle, so a Best-match group plays identically on all four runtimes (JavaScript, Unity, Unreal, Godot), the same as every other selector. It is locked by the conformance corpus.
Choices and options
Section titled “Choices and options”Under a choice, each child is an option: a container with a required prompt,
an optional condition and Game Data, a few flags, and the content that plays
when the player takes it (anything from a single line to a whole subtree).
The prompt is exactly one beat (a line or text), handed to your game as-is. Patter doesn’t look ahead or guess: the prompt is the choice text, full stop. An empty prompt is allowed, so your game can draw the option from Game Data or an icon instead.
The flags
Section titled “The flags”secretUntilEligible(default false): while its condition fails, the option is kept out of the data your game receives entirely, so it can’t leak through a save. This is about secrecy, not rendering.sticky(default false): off means once-only: after the player takes it, it is gone from the choice for good. On means it stays available as long as its condition passes. (This rides the option’s visit count, so it survives save and restore for free.)fallback(default false, at most one per choice): never offered as a normal option; taken automatically the moment it’s the only eligible option left.
Unavailable, not hidden
Section titled “Unavailable, not hidden”By default an ineligible option is still returned to your game, with its text and an
eligible: false flag (plus the reason it failed). How to present it is entirely your
game’s call: dim it, show a lock, spell out the requirement, or leave it out. For
example, a persuade option gated on @charisma >= 6 can be shown to a low-charisma
player as “[Charisma 6] Talk them down”, so they see the path they could have taken;
the runtime simply won’t let them pick it. Reach for secretUntilEligible only when an
option has to stay truly invisible, so it can’t even leak through a save.
If no normal option survives and there’s no eligible fallback, the choice simply
gathers: the flow carries on past it. A re-enterable choice with no sticky option
and no fallback gets a choice-can-empty warning from the validator.
Conditions and effects
Section titled “Conditions and effects”- Conditions decide whether a snippet or group (or a conditional jump) is eligible. Leave one off and it’s always eligible.
- Effects are ordered lists that run at a snippet’s seam:
onEnter/onExiton a snippet,onEntryon a scene. An effect does one thing and one thing only: it sets a property to the result of an expression. There’s no way to fire an event from an effect; host events ride on Game Data instead.
Properties
Section titled “Properties”Properties are the game state your logic reads and writes, and the state a runtime hands to the host.
- Scope:
@patter(global; created at the start, lives forever, visible everywhere) and@scene(local to one scene, but still kept for the life of the piece). A bare@namemeans@patter.name. There’s no block- or group-local scope. - Types:
boolean,number,string,flags, andenum(flags and enum behave like Ink LISTs). - Sharing: a per-property
sharedflag controls where the value lives: one value for the whole world, or one per concurrent flow.@patteris shared by default;@sceneis per-flow by default. The two are independent, so you can have a flow-private global or a shared scene property. temporary: a per-flow@sceneproperty can be reset to its default every time the scene is entered (“fresh each visit”, Ink’stemp).
Visit counts are derived and read-only. visits(node) / seen(node) give this
flow’s entered-count for a node id; patter_visits() / patter_seen() give the count
across the whole world. A node counts as “entered” when its condition passes and it’s
selected.
The expression language
Section titled “The expression language”Conditions, effects, and value expressions are written in a small, type-aware expression language. A writer in Patterpad never types this by hand: the visual expression editor builds it from pills (a property, a comparison, a value) and stores the result. The language below is what that editor produces and what the format keeps on disk, useful to know if you’re reading files or building tooling, not something an author has to learn:
- Property references:
@name,@patter.name,@scene.name. - Operators: comparisons, boolean logic (
&&,||,!), and arithmetic, over numbers, booleans, strings, and string arrays (flags). - Built-in functions:
seen()/visits()(and their world-widepatter_forms),random(a, b)(a whole number fromatobinclusive, drawn from a seeded generator so every engine gets the same result), and the flag helperscheck_flags(@prop, +x, -y)/set_flags(...).
Embedding property values in text
Section titled “Embedding property values in text”You can drop a live game value straight into a beat’s text by wrapping a property reference in braces (sometimes called interpolation). At runtime the braces are replaced with the property’s current value:
You have {@gold} gold.→You have 42 gold.
- The body is a bare property reference - the same
@reference you’d use in a condition: a project property{@gold}, a scene property{@scene.threat}, a host value{@world.faction}. It’s a reference, not a formula: you can’t write{@gold + 1}. - Only a
{…}whose body starts with@is a slot. To print a literal brace, double it:{{shows as{. - Values render as you’d expect: a number or string as-is, a true/false property as
true/false, a flags set as a comma-separated list. An unset property shows as nothing. A{@…}naming a property you haven’t declared is flagged as an error.
Where it works: the voiced-project wrinkle
Section titled “Where it works: the voiced-project wrinkle”| Text | Embedding a value |
|---|---|
Narration (text beats) |
always |
| Choice options | always |
Dialogue (line beats) |
only when the project is not voiced |
Narration and choice options are always on-screen, so a value can always be substituted in.
Dialogue is the exception, and it comes down to whether the project is
Voiced. A voiced line ships as recorded audio,
and you can’t splice a runtime value into a fixed recording - so a voiced project rejects a
{…} slot in a dialogue line, as a build error. If the project is not voiced, its
dialogue is just on-screen text like narration, so embedding works there too.
Put simply: narration and choices always; spoken lines only when there is no voice audio to
contradict them. If you switch a project to Voiced later, any {…} already sitting in a
dialogue line will surface as a build error to clean up.
MIT-licensed open source · Made by Ian Thomas · patterkit.dev