Psi

Psi

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[Request] Conditional

Maurdekye opened this issue ยท 0 comments

commented

I know. Your vision of the mod is very specific, and adding control flow would ruin that. But at this point, it's really just a convenience feature. I have a decent number of spells which I have had to split into two parts and cast interchangeably, which, using a conditional, I would only have to cast a single spell to make them work. Simple things, like acting differently on the first execution of a loopcast, or based on the angle of the block you're looking at.

I even have a proposal for how it would work; the conditional trick, which would take in a number like the die trick, would segment the grid in two pieces depending on it's result, and prevent tricks from running in one half or the other. If the number it receives is within (-1, 1) exclusive, then only tricks in grid spaces to the left of or below the conditional block will execute. Otherwise, only tricks in grid spaces to the right and not above will execute. I am honestly begging at this point; it's such a desired feature by so many people, and it would add so much while keeping the remaining limitations sensible and consistent. There is already repeated execution through loopcasts; why not have the other half of control flow via a conditional trick?

I love your mods, mainly Botania and Psi, and I know that the chance that I can change your mind after so many others have tried and failed in the past is low. But I honestly believe that this basic change could really only improve the mod, and I can't think of any way in which removing this specific limitation would make any existing problems or challenges easier or more trivial. If you have any good counterexamples, I would love to hear them. But I only hope that you can at least see the anguish in my eyes from my side of the screen, scrutinizing my code, unable to make any kind of conditional branch.