choosable event conditions

Would you like this feature?

  • Yes

    Votes: 11 91.7%
  • No

    Votes: 0 0.0%
  • Yes but not important

    Votes: 1 8.3%

  • Total voters
    12

Andar

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This is a variant of other suggestions, and I'm writing this after reading that you're looking into the possibility of adding more options to the list of conditions of event pages (more specifically the suggestion to add a third or fourth switch condition).


This alternative way of handling the conditions will require more reprogramming than simply adding another line to the conditions, so I'm guessing the chances are low for this to be implemented, but it would help a lot with eventing...


-----------------------------------------


Instead of having checkboxes for six (or more) preset conditions like it is now, replace them with four or so variable conditions (I doubt that more than four conditions in this way will be needed).


Each condition would then have two "selections", one being a drop-down list containing the options (none, switch, variable, self-switch, item, actor) and the other being the currently existing selector (but changed depending on the content of the first).


If the first selector is set to none, it'll be the same as a deactivated checkbox currently.


If the first selector is set to switch or self-switch, the second selector would bring up the switch list.


If the first selector is set to item or actor, the second selector would bring up the item or actor lists (possibly this might be improved by adding weapon/armor lists?)


The only place where this concept wouldn't work is for the variable because that one needs two inputs, the selection for the variable and a value to test. But if the concept can be used, then a solution for this part should be doable as well.
 

Victor Sant

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In fact, it don't need to be too complex. It could be similar to the trait box. Where it start empty. You go there, insert the values, and it creates an object with the data. You can insert move values as you wish. The options would be basically the same as the conditional branch, with a few execptions.


This is how i would have done the conditions for events:

Event.png



The event would loop through the avaiable conditions to check if it's enabled.


Although i don't see something like that being implemented because it's too much different from how things are now.
 

Seriel

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Although i don't see something like that being implemented because it's too much different from how things are now.
Well if all the current choices can be converted over I imagine it wouldn't be as much of a hassle, but this would still be a huge jump in how it's handled.
 

Jonforum

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In fact, it don't need to be too complex. It could be similar to the trait box. Where it start empty. You go there, insert the values, and it creates an object with the data. You can insert move values as you wish. The options would be basically the same as the conditional branch, with a few execptions.


This is how i would have done the conditions for events:




The event would loop through the avaiable conditions to check if it's enabled.


Although i don't see something like that being implemented because it's too much different from how things are now.
we have same idea . we need something like this.
 

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