Marscaleb wrote: That's impressive. The Hub example particularly has got me re-thinking about what I would want to do. But on top of that, portals, mirrors, the RTS menu... This is far beyond what I thought it might be able to do.

You can stack as many as you want, I have never ran into performance issues stacking thousands of states to JUMP executed in intervals (or even all at once), calling a mersenne randomizer, and tagging dynamic lights -- all of that at the same time, plus a ton more (Hypertension).Marscaleb wrote: Would there be any problems with stacking jump commands? And would I be correct to assume I could just slip them in wherever I want in a state's script?
With this, I could create the randomized flickering effect I want, but the DDF file will be a bit longer. I'll just be downgrading my light patterns idea to a suggestion.
It is a good suggestion, but the same thing with little effort can be done in DDF, even more-so now that the dynamic lighting code has been getting an overhaul. In the future, you will be able to call as many dynamic light types (not limited to one overall shape) as desired. ^_^