Event Modifiers
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Opening Wave
➤ Conditionals Helper
This Module prepares your level to accept conditional events, in case one of the judgment occurs during gameplay. Here are following judgment attributes for the module:
Perfect = cmlact1 ; (Everytime you get a perfect, events with this tag will start working)
EPerfect / LPerfect = cmlact2 ; (Everytime you get a EPerfect / LPerfect, events with this tag will start working)
Early / Late = cmlact3 ; (Everytime you get a Early / Late, events with this tag will start working)
Too Early / Too Late = cmlact4 ; (Everytime you get a Too Early / Too Late, events with this tag will start working)
Loss = cmlact5 ; (Everytime you lose, events with this tag will start working. Great for losing animations)
On Restarting = cmlact6 ; (Everytime you restart a level after losing, events with this tag will start working.)
A few things to pay attention:
Events need to be on the same tile as this conditional event, with their respective tags on each event, or else the game won't treat this as a conditional, but rather, like any other event.
To stop the conditionals, once you are done with a specific area and don't want them anymore, just add another conditional event. This one will appear full of "NONE" which will stop previous conditions going further.
Conditionals can only work with one tag per judgment, so it is NOT possible to have more than one tag per slot. Add all events you want to the designated tag instead.
You can customize what conditionals you want to disable, by replacing any of the slots with the tag NONE, this will disable any events, even with previous designated tags on.
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