A wave or event that fires every time the condition flickers
Scenarios say things like: when the town reaches a certain size, the raiders come. If the town hovers around that size, the raiders come again and again, or never. This entry shows how to separate a condition being true from the moment it became true.
Why this works
An event is a moment, not a condition. What players remember is the crossing of a line, so the thing to notice is the change from not-true to true, and not how long it stays true.
When not to use it
Wrong when the event should keep happening as long as the condition holds, like a siege that sends a fresh squad every minute while the gate stands open. Then fire on the continuing state with a pause between, not on the crossing.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 26 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 "A wave or event that fires every time the condition flickers" (read_entry story-trigger-fires-once-despite-flicker) 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