Conditions and Costs

Two reusable building blocks that show up across the platform — try them inline.

Conditions and Costs

Two of The Leap's most reusable building blocks are the Conditions Editor and the Cost Editor. They appear inside almost every dialog where you configure a game element — currencies, items, progression steps, achievements, and more. Instead of describing them with screenshots, the docs below embed the live editors so you can play with them.

Demo mode: the editors below are fully interactive, but nothing you do here is saved. Use the Reset button at the top-right of each embed to restore the starting state.

Condition Groups

Conditions gate something (an unlock, a reward, a progression step) behind player state. They are organized into groups with two layers of logic:

  • Conditions within a group use AND — every one must hold.
  • Across groups, the editor uses OR — any single satisfied group counts.

The example below starts with a single group requiring the player to hold at least 100 gold. Try clicking Add Condition to add a second condition to the group, or Add Condition Group in the header to model an OR-branch.

``embed { "component": "ConditionsEditor", "fixture": "single-element-gte" } ``

Mixing AND and OR

The example below has two groups — either reach level 5 with 500 gold (group 1, AND), or pay 50 gems (group 2). This is the canonical pattern for "expensive shortcut" unlocks.

``embed { "component": "ConditionsEditor", "fixture": "two-groups-or" } ``

Gating on Progression

Conditions can also reference progression steps — useful for gating an item or reward behind a story beat. The example below requires the player to have completed Chapter 1 — Forest via the Victory exit. Try changing the step or status to see how the picker adapts.

``embed { "component": "ConditionsEditor", "fixture": "progression-step" } ``

Cost Editor

The Cost Editor configures what a player spends to acquire, unlock, or use a game element. Its key feature is alternative cost options — each option lists ingredients (AND), and the player can pay any one option (OR).

The example below has two alternatives for acquiring an item: 250 gold + 5 iron, or 25 gems. Add or remove resources within an option, or click Add Alternative Cost to model a third payment path.

``embed { "component": "CostEditor", "fixture": "alternative-costs" } ``

Currency Conversion (with Amount Awarded)

When a Cost Editor lives inside a currency or resource dialog, it gains an Amount Awarded field — the quantity granted in exchange for the cost. The example below converts 10 gems → 100 gold.

``embed { "component": "CostEditor", "fixture": "currency-conversion" } ``

Where you'll see these editors

You'll meet the Conditions Editor again inside step unlock conditions, achievement triggers, and reward gating. You'll meet the Cost Editor inside currency, resource, and item dialogs whenever you set up acquisition or usage costs.

Next

Continue to Creating Currencies to see the Cost Editor in action inside a real dialog.