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- # Example state machine (D15/D20: behavior language v2) — quest prototype.
- # State = quest stage (inactive -> active -> complete); transitions = event +
- # condition; rewards/state = actions. Demonstrates onEnter actions (give-item,
- # set-state) and the player.questProgress.<id> convention from boundaries.md.
- id: spring-quest
- initial: inactive
- states:
- - id: inactive
- - id: active
- onEnter:
- - action: give-item
- itemId: parsnip-seed
- qty: 1
- - id: complete
- onEnter:
- - action: set-state
- path: player.questProgress.spring-quest
- value: complete
- transitions:
- - from: inactive
- to: active
- on: day-start
- when:
- op: gte
- path: time.day
- value: 3
- - from: active
- to: complete
- when:
- op: gte
- path: player.inventory.parsnip
- value: 5
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