Thanks, Plinkie! I really should have explained that, better.
I'm trying to make my code modular. Really, I want to be able to write a set of actions once, and have that actions run on any object(s). I was probably asking if a specific solution was possible, rather than explain the problem.
Pulling that image back in, again:
You can see that certain variables in the jobFighter event need to perform certain actions, every time the condition is met. The problem is that I have a lot of parallel objects, running in parallel. I also need to do this for jobMage and jobRogue, etc. (in this case, even though it says "jobFighter", it functions like a skill in my game).
Rather than have to do this:
I'm trying to simplify my code, like this:
This is how I'd try to solve problems in other design platforms I've used. However, if I'm not thinking about this in the proper way for Construct 3, I'd like to learn!
Thanks,
El
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Edit: Ashley, I see that you posted while I was typing. Thanks for your response-- it's thrilling to have someone from the Construct team respond! :-)
Hopefully this post helps to make it more clear what I'm trying to accomplish. I bet I'm simply not understanding something about Construct 3 or best practices for handling this situation; appreciate any guidance!