Delay a story deadline event until the player is not in the middle of something
A timed story event that fires during a hard fight or a long conversation feels unfair, but waiting for ever lets the player dodge it. Here is how to hold the event for a short while, in a way that always ends, and in what order the late events arrive.
Why this works
A warning that lands in the middle of a fight is unseen. Moving it to just after the busy stretch lets the player take it in, and a limit on the delay keeps a chain of fights from holding the story back forever.
When not to use it
Skip it when the event is meant to hit during the fight, as in a trap that springs mid-battle or an ambush. There the pressure is the point, and waiting for calm would remove the surprise the scene was built for.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 21 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Delay a story deadline event until the player is not in the middle of something" (read_entry countdown-waits-until-the-fight-is-over) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP