Something like this:
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[state.StateName(1, 10, "round")]
[state.StateName(1, 5, "init")]
Or using:
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[setState(state, value, id, duration, increment)]
Moderators: dorpond, trevor, Azhrei, giliath, jay, Mr.Ice
Code: Select all
[state.StateName(1, 10, "round")]
[state.StateName(1, 5, "init")]
Code: Select all
[setState(state, value, id, duration, increment)]
True, but the int panel in MT isn't 100% system agnostic. That doesn't mean we shouldn't have gotten one. In fact, it's a feature in MT that I really could not live without and it's flexible enough that most people can bend it to their will with the exception of a few really wonky systems out there.wolph42 wrote:i have this system embedded in my framework and i know that there are other FW applying the same principle. The issue with this is that you cannot make this system agnostic.
Ok, even better, add another flag.Cause *when* would the state time counter decrease by one step?
(here one turn consists out of multiple (n)pc rounds)
- at the start of the turn
- at the end of the turn
- at the start of the initiators round
- at the end of the initiators round
- at the start of the receivers round
- at the end of the receivers round
and im probably missing a couple...
Code: Select all
[setState(state, value, id, duration, increment, execution)]
Typically, you would decrease it on your initiative. this might not work for situations where time is flowing differently.wolph42 wrote:i have this system embedded in my framework and i know that there are other FW applying the same principle. The issue with this is that you cannot make this system agnostic. Cause *when* would the state time counter decrease by one step?