A story switch is checked before anything has switched it on
A scene asks whether you spoke to the old man, and the answer is no because the game only writes that down a moment later. Your AI can read a recording of what the game looked up and wrote, and list the lookups that came too early or never found a writer.
Why this works
Order bugs leave no error, only a wrong answer. A flat recording of reads and writes in time order shows the problem directly: the first read of a name that comes before its first write is the suspect.
When not to use it
If a flag is meant to be unset at first and read as such, such as a one-time intro that checks "not seen yet", early reads are correct and should be listed as allowed.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A story switch is checked before anything has switched it on" (read_entry rpg-flag-read-before-it-is-set) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP