Big ups for replying in detail! I'm ...kinda...getting it...
DL;DR
Q: I want a sequential conditional ( if/then/else structure) that runs slowly (2 seconds between conditions) so the player can see if/else block execute.
A: For if/then/else, use sub-events, nested elses. to slow it, make each sub-event set a variable and add conditions to nested levels that check it. If you want real-time, set and compare using the system clock ('it's been 2 seconds since the last action ran').
I just made up most of those words in that last sentence. Are there standard terms I should have used?
DETAIL:
Regarding wait: "The whole function is executed in one tick, but some actions from it are scheduled to run later. "
Gah! So confusing for me! It feels like it breaks the "everything is sequential" idea that Ashley stated in an earlier reply to this thread.
Is wait the only action that does this? Does it work like tween does?
Is there a list of actions that do and don't complete somewhere in the docs?
So, now I'm wondering if it's possible to create new action. I'll call it a 'delay' function. Like wait, but makes Construct run the next action once the timer completes.
Why? So I can do what I was tyring to do with wait: create a sequence of actions, and they will happen slowly, one after the other, in the same indentation block, instead of a very deep nest of sub-sub-sub events.
I'm not asking for single-threaded wait - I understand that would freeze Construct.
1. My 'delay' runs the next CONDITION, where 'wait' runs the next ACTION
2. My 'delay' restores execution in the middle of a list of actions, where 'wait' skips ahead.
How? Uhhh... naively I imagine it would make Construct push its position and pick list in the current indentation block. Then it'd break out of the block and execute the next condition, and keep running. Once the delay timer finished, Construct returns to the incomplete block, restores the pick list, and executes the next action after the delay.
yeah, that may not make sense...maybe you advanced coders can help me grasp this.