Nested state machine
States inside states: a hero who is alive can be on the ground or in the air, and on the ground can be idle or running. A rule like "can die" is written once on the outer state and works everywhere inside it.
When you need it
When your list of states grows and the same moves keep repeating: a hero with many moves, a boss with phases, or menus that share a pause button. Your AI can turn the whole tree into one flat list and show it to you as proof of every move that exists.
Say this to your AI
Use the nested states from Spielerando for my boss, so every phase can be interrupted by the stun without repeating that rule in each phase.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
Settings
- remember (off): Turn this on for an outer state that should return to where the player left off, such as a paused game.
Your AI gets the code
The finished code and math come through the Spielerando connection, so your AI can use them right away. Connect your AI
Common questions
my character has too many states what do i do
Group them. Put the states that share moves inside one outer state and write the shared moves there once. Each inner state then only lists what is special about it.
how do i make a pause menu that returns to the right place
Turn on remembering for the outer state. When the player comes back, the game returns to the inner state they left, not to the beginning.