Open TarasSen1337 opened 3 years ago
I suggest changing the title of this post to reflect the thing you propose, like "Check game context to determine possible effects". :)
I would perhaps instead suggest to add more "auxiliary" effects to effect, and/or to generalize some of them such that they have some effect regardless of circumstances.
For instance, "explode player's vehicle" could explode the vehicle closest to player if the player isn't in one, same with giving upgrades and other effects affecting the current vehicle. "Teleport random peds into current vehicle" would instead teleport 1-3 random peds to the player if he isn't in a vehicle. "Teleport to random mission" would teleport the player to a random radar blip if he is already on a mission, and "teleport to waypoint" would teleport the player to a random location (or the "world nexus") if the waypoint isn't set. And so on and so forth.
I have a suggestion for the mod that could make it more interesting. When playing with the mod on stream with voting enabled it can sometimes prompt effects that would do nothing interesting in the current situation. For example: getting an effect like "Teleport to random mission" when the player is currently in a mission, which would result in nothing happening because there are no mission waypoints on the map.
My solution is making the mod check the game for context of what is happening right now, and then prompting effects based on that. For example, when player is in a car, enable or increase the chance of effects like "honk boosting" appearing, when player is on a mission suggest more effects related to shooting and companion spawning, etc.
Another small suggestion I have to increase randomness is letting the streamer\player set the time that effects can last as a range, not a specific number. Meaning you can set that the effect happens for from 10 to 30 seconds, and the exact length can be decided randomly.