release: Storybook v0.2.0 - Major syntax and features update
BREAKING CHANGES: - Relationship syntax now requires blocks for all participants - Removed self/other perspective blocks from relationships - Replaced 'guard' keyword with 'if' for behavior tree decorators Language Features: - Add tree-sitter grammar with improved if/condition disambiguation - Add comprehensive tutorial and reference documentation - Add SBIR v0.2.0 binary format specification - Add resource linking system for behaviors and schedules - Add year-long schedule patterns (day, season, recurrence) - Add behavior tree enhancements (named nodes, decorators) Documentation: - Complete tutorial series (9 chapters) with baker family examples - Complete reference documentation for all language features - SBIR v0.2.0 specification with binary format details - Added locations and institutions documentation Examples: - Convert all examples to baker family scenario - Add comprehensive working examples Tooling: - Zed extension with LSP integration - Tree-sitter grammar for syntax highlighting - Build scripts and development tools Version Updates: - Main package: 0.1.0 → 0.2.0 - Tree-sitter grammar: 0.1.0 → 0.2.0 - Zed extension: 0.1.0 → 0.2.0 - Storybook editor: 0.1.0 → 0.2.0
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# Characters
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Characters are the primary entities in Storybook—the people, creatures, and beings that inhabit your world. Each character has a set of attributes that define who they are, what they can do, and how they relate to the world around them.
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## Syntax
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```bnf
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<character-decl> ::= "character" <identifier> <species-clause>? <template-clause>? <body>
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<species-clause> ::= ":" <qualified-path>
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<template-clause> ::= "from" <qualified-path> ("," <qualified-path>)*
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<body> ::= "{" <body-item>* "}"
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<body-item> ::= <field>
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| <uses-behaviors>
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| <uses-schedule>
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<uses-behaviors> ::= "uses" "behaviors" ":" <behavior-link-list>
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<uses-schedule> ::= "uses" ("schedule" | "schedules") ":" (<qualified-path> | <schedule-list>)
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<behavior-link-list> ::= "[" <behavior-link> ("," <behavior-link>)* "]"
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<behavior-link> ::= "{" <behavior-link-field>* "}"
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<behavior-link-field> ::= "tree" ":" <qualified-path>
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| "when" ":" <expression>
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| "priority" ":" ("low" | "normal" | "high" | "critical")
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<schedule-list> ::= "[" <qualified-path> ("," <qualified-path>)* "]"
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<field> ::= <identifier> ":" <value>
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<value> ::= <literal>
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| <qualified-path>
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| <list>
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| <object>
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| <prose-block>
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| <override>
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<prose-block> ::= "---" <identifier> <content> "---"
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```
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## Components
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### Name
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The character's identifier. Must be unique within its scope and follow standard identifier rules (alphanumeric + underscore, cannot start with digit).
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### Species (Optional)
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The species clause (`: SpeciesName`) defines what the character fundamentally *is*. This is distinct from templates, which define what attributes they *have*.
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- **Purpose**: Ontological typing—what kind of being this is
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- **Validation**: Must reference a defined `species` declaration
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- **Single inheritance**: A character can only have one species
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- **Default behavior**: Species fields are inherited automatically
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Example:
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```storybook
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character Martha: Human {
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age: 34
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}
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```
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### Template Inheritance (Optional)
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The template clause (`from Template1, Template2`) specifies templates from which the character inherits fields. Templates provide reusable attribute sets.
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- **Purpose**: Compositional inheritance—mix-and-match capabilities and traits
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- **Multiple inheritance**: Characters can inherit from multiple templates
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- **Merge semantics**: Fields from later templates override earlier ones
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- **Override allowed**: Character fields override all inherited fields
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Example:
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```storybook
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character Martha: Human from Baker, BusinessOwner {
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specialty: "sourdough"
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}
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```
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### Fields
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Fields define the character's attributes using the standard field syntax. All [value types](./18-value-types.md) are supported.
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**Common field categories:**
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- **Physical traits**: `height`, `weight`, `age`, `eye_color`
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- **Personality**: `confidence`, `patience`, `dedication`
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- **Professional**: `skill_level`, `specialty`, `recipes_mastered`
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- **State tracking**: `energy`, `mood`, `orders_today`
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- **Capabilities**: `can_teach`, `can_work_independently`
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### Prose Blocks
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Characters can contain multiple prose blocks for narrative content. Common tags:
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- `---backstory`: Character history and origin
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- `---appearance`: Physical description
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- `---personality`: Behavioral traits and quirks
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- `---motivation`: Goals and desires
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- `---secrets`: Hidden information
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Prose blocks are narrative-only and do not affect simulation logic.
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### Behavior Integration
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Characters can link to [behavior trees](./14-behavior-trees.md) using the `uses behaviors` clause.
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```storybook
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character Guard {
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uses behaviors: [
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{
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tree: combat::patrol_route
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priority: normal
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},
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{
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tree: combat::engage_intruder
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when: threat_detected
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priority: high
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}
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]
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}
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```
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Each behavior link includes:
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- **`tree`**: Qualified path to the behavior tree (required)
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- **`when`**: Condition expression for activation (optional)
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- **`priority`**: Execution priority (optional, default: `normal`)
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See [Behavior Trees](./11-behavior-trees.md) for details on behavior tree syntax and semantics.
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### Schedule Integration
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Characters can follow [schedules](./16-schedules.md) using the `uses schedule` or `uses schedules` clause.
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```storybook
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character Baker {
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uses schedule: BakerySchedule
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}
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character Innkeeper {
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uses schedules: [WeekdaySchedule, WeekendSchedule]
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}
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```
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- Single schedule: `uses schedule: ScheduleName`
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- Multiple schedules: `uses schedules: [Schedule1, Schedule2]`
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The runtime selects the appropriate schedule based on temporal constraints. See [Schedules](./14-schedules.md) for composition and selection semantics.
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## Species vs. Templates
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The distinction between species (`:`) and templates (`from`) reflects ontological vs. compositional typing:
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| Feature | Species (`:`) | Templates (`from`) |
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|---------|--------------|-------------------|
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| **Semantics** | What the character *is* | What the character *has* |
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| **Cardinality** | Exactly one | Zero or more |
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| **Example** | `: Human`, `: Dragon` | `from Warrior, Mage` |
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| **Purpose** | Fundamental nature | Reusable trait sets |
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| **Override** | Can override species fields | Can override template fields |
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Example showing both:
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```storybook
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species Dragon {
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max_lifespan: 1000
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can_fly: true
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}
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template Hoarder {
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treasure_value: 0..1000000
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greed_level: 0.0..1.0
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}
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template Ancient {
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age: 500..1000
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wisdom: 0.8..1.0
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}
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character Smaug: Dragon from Hoarder, Ancient {
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age: 850
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treasure_value: 500000
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greed_level: 0.95
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}
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```
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## Field Resolution Order
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When a character inherits from species and templates, fields are resolved in this order (later overrides earlier):
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1. **Species fields** (base ontology)
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2. **Template fields** (left to right in `from` clause)
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3. **Character fields** (highest priority)
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Example:
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```storybook
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species Human {
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lifespan: 80
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speed: 1.0
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}
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template Warrior {
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speed: 1.5
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strength: 10
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}
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template Berserker {
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speed: 2.0
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strength: 15
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}
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character Conan: Human from Warrior, Berserker {
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strength: 20
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}
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// Resolved fields:
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// lifespan: 80 (from Human)
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// speed: 2.0 (Berserker overrides Warrior overrides Human)
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// strength: 20 (character overrides Berserker)
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```
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## Validation Rules
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The Storybook compiler enforces these validation rules:
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1. **Unique names**: Character names must be unique within their module
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2. **Species exists**: If specified, the species must reference a defined `species` declaration
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3. **Templates exist**: All templates in the `from` clause must reference defined `template` declarations
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4. **No circular inheritance**: Templates cannot form circular dependency chains
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5. **Field type consistency**: Field values must match expected types from species/templates
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6. **Reserved fields**: Cannot use reserved keywords as field names
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7. **Behavior trees exist**: All behavior tree references must resolve to defined `behavior` declarations
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8. **Schedules exist**: All schedule references must resolve to defined `schedule` declarations
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9. **Prose tag uniqueness**: Each prose tag can appear at most once per character
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## Examples
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### Basic Character
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```storybook
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character SimpleMerchant {
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name: "Gregor"
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occupation: "Fish Merchant"
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wealth: 50
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---personality
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A straightforward fish seller at the market. Honest, hardworking,
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and always smells faintly of mackerel.
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---
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}
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```
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### Character with Species
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```storybook
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character Martha: Human {
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age: 34
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skill_level: 0.95
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specialty: "sourdough"
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---backstory
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Martha learned to bake from her grandmother, starting at age
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twelve. She now runs the most popular bakery in town.
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---
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}
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```
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### Character with Template Inheritance
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```storybook
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character Jane: Human from Baker, PastrySpecialist {
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age: 36
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specialty: "pastries"
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recipes_mastered: 120
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years_experience: 18
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can_teach: true
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---appearance
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A focused woman with flour-dusted apron and steady hands.
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Known for her intricate pastry decorations and precise
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temperature control.
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---
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}
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```
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### Character with All Features
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```storybook
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character CityGuard: Human from CombatTraining, LawEnforcement {
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age: 30
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rank: "Sergeant"
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// Physical traits
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height: 175
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strength: 12
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// Equipment
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has_weapon: true
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armor_level: 2
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// Behavior integration
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uses behaviors: [
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{
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tree: guards::patrol_route
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priority: normal
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},
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{
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tree: guards::engage_hostile
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when: threat_detected
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priority: high
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},
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{
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tree: guards::sound_alarm
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when: emergency
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priority: critical
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}
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]
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// Schedule integration
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uses schedules: [guards::day_shift, guards::night_shift]
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---backstory
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A veteran of the city watch, now responsible for training new recruits
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while maintaining order in the merchant district.
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---
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---personality
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Gruff exterior with a hidden soft spot for street children. Follows
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the rules but knows when to look the other way.
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---
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}
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```
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### Character with Overrides
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```storybook
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template WeaponUser {
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damage: 5..15
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accuracy: 0.7
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}
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character MasterSwordsman: Human from WeaponUser {
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// Override template range with specific value
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damage: 15
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accuracy: 0.95
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// Add character-specific fields
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signature_move: "Whirlwind Strike"
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}
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```
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## Use Cases
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### Protagonist Definition
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Define rich, dynamic protagonists with complex attributes:
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```storybook
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character Elena: Human from Scholar, Diplomat {
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age: 28
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intelligence: 18
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charisma: 16
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languages_known: ["Common", "Elvish", "Draconic"]
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books_read: 347
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current_quest: "Broker peace between warring kingdoms"
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---backstory
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Raised in the Grand Library, Elena discovered ancient texts that
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hinted at a forgotten alliance between humans and dragons. She now
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seeks to revive that alliance to end the current war.
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---
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}
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```
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### NPC Templates
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Create diverse NPCs from templates:
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```storybook
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template Villager {
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occupation: "Farmer"
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wealth: 10..50
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disposition: 0.0..1.0 // 0=hostile, 1=friendly
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}
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character Oswald: Human from Villager {
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occupation: "Blacksmith"
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wealth: 45
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disposition: 0.8
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}
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character Mildred: Human from Villager {
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occupation: "Baker"
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wealth: 35
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disposition: 0.95
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}
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```
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### Ensemble Casts
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Define multiple related characters:
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```storybook
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template BakeryStaff {
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punctuality: 0.5..1.0
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teamwork: 0.5..1.0
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}
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template Apprentice {
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skill_level: 0.0..0.5
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dedication: 0.5..1.0
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}
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character Elena: Human from BakeryStaff, Apprentice {
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age: 16
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natural_talent: 0.8
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dedication: 0.9
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---backstory
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Elena comes from a family of farmers who could never afford to
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buy bread from the bakery. When Martha offered her an apprenticeship,
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she jumped at the chance to learn a trade.
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---
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}
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```
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## Cross-References
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- [Species](./16-other-declarations.md#species) - Species declarations
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- [Templates](./16-other-declarations.md#templates) - Template definitions and strict mode
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- [Value Types](./18-value-types.md) - All supported value types
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- [Behavior Trees](./11-behavior-trees.md) - Character behavior integration
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- [Schedules](./14-schedules.md) - Character schedule integration
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- [Relationships](./15-relationships.md) - Relationships between characters
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- [Life Arcs](./13-life-arcs.md) - Character state machines over time
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## Related Concepts
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- **Instantiation**: Characters are concrete instances; they cannot be instantiated further
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- **Composition**: Prefer template composition over deep species hierarchies
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- **Modularity**: Characters can reference behaviors and schedules from other modules
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- **Narrative-driven**: Use prose blocks to embed storytelling directly with data
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