Deep Dives

I was planning on working on integrating our ‘Big Moment’ into the demo this morning and it’s gone completely sideways. I was picturing a demi-god entering stage center in a big poof of cosmic smoke and here I am figuring out a trigger event system and item state management. Here’s a small blurb from the spec from Kiro:

### Requirement 2: Enhanced Trigger Types for State Management

**User Story:** As a developer, I want trigger types that can respond to item state changes and encounter completions, so that I can create cascading interaction effects and complex encounter flows.

#### Acceptance Criteria

1. WHEN defining triggers THEN the system SHALL support ITEM_STATE_CHANGE and ENCOUNTER_COMPLETION trigger types in addition to existing LOCATION_ACTION triggers

2. WHEN an item state changes THEN the system SHALL evaluate and fire any ITEM_STATE_CHANGE triggers associated with that item

3. WHEN an encounter completes THEN the system SHALL evaluate and fire any ENCOUNTER_COMPLETION triggers for that encounter

4. WHEN a trigger fires THEN the system SHALL support effects that change other items’ states (cascading effects)

5. WHEN configuring triggers THEN the system SHALL use a reusable trigger events collection for linking events and effects

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I’ll get back to work. Big plans happen one step at a time I guess.