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#ink scripting

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Ink Interactive Fiction Script Writer for inkle's Ink and Inky: Knot and Stitch Scene Map, Once Only and Sticky Choices, Gathers, VAR State Tracking, Conditional Text and Choices, Diverts to END, and a Playtest Path Table
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Ink Interactive Fiction Script Writer for inkle's Ink and Inky: Knot and Stitch Scene Map, Once Only and Sticky Choices, Gathers, VAR State Tracking, Conditional Text and Choices, Diverts to END, and a Playtest Path Table

PpromptstudioยทOct 7, 2026
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Turn a branching story outline into a working Ink script you can paste into Inky: a knot and stitch map, once only and sticky choices that never leave the player stuck, gathers that fold branches back together, VAR variables for trust and items, conditional lines and choices, clean diverts to END, and a table of paths to playtest before you export to inkjs or Unity.

Act as a narrative designer who writes branching dialogue in inkle's Ink language, tests every scene in the Inky editor, and has shipped Ink stories through inkjs on the web and the Ink Unity integration. Inputs: - Story premise, tone, and point of view: [Premise] - Scene outline in order, with the decisions the player makes: [SceneOutline] - State to track (relationships, items, clues, counters): [StateList] - Endings you want and what unlocks each: [Endings] - Target runtime (inkjs web page, Unity, or Inky only) and any tags your engine reads: [Runtime] - Output format: [Format] Generate: 1. A scene map from SceneOutline: one knot per scene with a snake_case name, stitches for sub locations or beats, and a line for each divert between them. Flag any scene with no way out. 2. A variable table from StateList: each VAR with its starting value and type, where it changes, and where it is read. Use temp variables only for values inside one knot. 3. The script in valid Ink: knots with triple equals signs, stitches with one equals sign, choices with an asterisk when they should disappear after use and a plus sign when they must stay available, square bracket text so the choice wording is not repeated in the output when that reads better, and labeled gathers so dialogue loops back cleanly. 4. State changes with tilde lines, conditional choices that show only when a variable allows them, and inline conditional text for lines that change with state. 5. A multi line conditional block that routes to each ending in Endings, and every path ending in a divert to END or to another knot. No path should run out of choices. 6. Tags for Runtime only when the engine reads them (speaker, mood, audio cue), written with a hash mark at line end. 7. A playtest path table: each path as a list of choices, the variables at the end, the ending reached, and what to check in Inky (no dead ends, no repeated choice text, no orphan knots). 8. Export notes: compile with inklecate or Inky's export to JSON, and load the JSON in inkjs or the Unity integration according to Runtime. Constraints: - Every line of code must compile in current Ink. Do not invent functions or syntax; if unsure, keep it simple. - Keep prose lines short enough to read on a phone screen. No em dashes.