A story condition never triggers because the flag is spelled differently
A door that should open after you meet someone stays shut, and the cause is two spellings of the same note the game keeps. Here is a check that compares what the story sets with what it asks for, and spots near misses that a plain search would not.
Why this works
The game does not know that two spellings mean one idea, and a note nobody sets is silently off forever. Comparing what the story writes with what it reads, and matching names that differ only in form, finds the slip and also shows which line to fix.
When not to use it
Skip it when the notes come from outside the story, such as a purchase, a previous game or the player's settings. They are set elsewhere, so the check would call them typos. Pass them in as known, or check by hand.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 39 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A story condition never triggers because the flag is spelled differently" (read_entry story-flag-spelled-differently-in-two-places) 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