IntroState and OverState triggers #1172
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Is your feature request related to a problem? Please describe.The RoundState trigger is great, but it's also very limited when it comes to telling exactly in which part of which state you are in. Describe the solution you'd likeWe could use a couple more triggers: IntroState: OverState, OutroState, WinState? These are just a rough draft, of course. Alternatively there could be a new, more detailed, alternative to RoundState that'd include all of these phases. Additional contextThis idea actually came from one of my pet peeves with RoundState, in that there is overlap between round states 1 and 2. When the lifebars show the "Fight!" text, the characters have no control but the game has already entered round state 2. I think that screen should still be round state 1. Search termsNo response |
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Replies: 3 comments
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Seconding this as these triggers would make spawning explods and helpers at critical points so much easier and precise. |
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In retrospect I think this implementation has some limitations:
I had this other random idea for a way to bring it all together under the same trigger: FightScreenState (fight screen being the official term for lifebars). Usage examples: FightScreenState(rounddisplay) -> True if showing round number (Names from memory. Would use same terms as fight.def We could even throw the previously discussed sys.intro timer inside it for good measure since when you have a "super trigger" like this the bloat is much less of a problem. |
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#2284