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Progressive Meter

A persistent fill meter that charges up across spins and reports when it is full, so a feature can start. A maths node: it runs in the editor preview and compiles to the RGS.

Every Do adds Increment to the meter while Add On Do is true (the default); leave Add unwired then. To charge only on demand, set Add On Do false and fire Add from the event that earns progress, such as Cluster Pays hasWin, a scatter count or Coin Collector paid. Set Value overwrites the value before the add whenever it holds a number; leave it empty for none. Reset returns the value to Start Value.

When value reaches Target, filled is true for that evaluation and fillCount grows by one. With Reset On Fill (the default) the value wraps to Start Value, plus the overflow above the target when Carry Overflow is true. With Reset On Fill off the meter stays full: filled is true and fillCount grows on every later evaluation until Reset fires. A Target of 0 or less never fills.

Outputs after each evaluation: value, progress (0..1, wire it to a progress bar), filled (a boolean, not a signal; read it after Done to start the feature), fillCount and remaining. The maths never refuses a value: a non-numeric Increment, Target or Start Value falls back to its default, so the node does not fail closed and the stored state is never wiped by a bad input.

The node is stateful. In the preview value and fillCount live in the node; on the RGS they persist across rounds for identified players only, and a guest session starts fresh every round. A Reset returns value to Start Value and leaves fillCount alone, so the count of fills survives for the whole session. See Slot Features for how state reaches the platform.

On the server Add and Reset are booleans for the round and the node is evaluated once: reset first, then Set Value, then the add. In the editor every Add, Reset and Do is its own evaluation, so Add plus Do with Add On Do true adds twice in the preview but once on the server; use one or the other.

Inputs​

Parameters​

DataDescription
Increment (number)Amount added per charge. Default 1.
Target (number)Value at which the meter is full. Default 100; 0 or less never fills.
Start Value (number)Value after a reset, and after a fill when Reset On Fill is on. Default 0.
Reset On Fill (boolean)Wrap back to Start Value when the meter fills. Default true; off, the meter stays full until Reset.
Carry Overflow (boolean)Keep the amount above Target after a fill wraps. Default true; ignored when Reset On Fill is off.
Set Value (number)Overwrites the value before the add whenever it holds a number. Default empty, meaning none.
Add On Do (boolean)Add Increment on every Do. Default true; set false to charge only from Add.

Actions​

SignalDescription
AddAdds Increment once: its own evaluation in the editor, a boolean for the round on the RGS.
ResetClears the node's state and starts again. The value returns to Start Value; fillCount is kept.
DoRuns the node.

Outputs​

Events​

SignalDescription
DoneFires when the node has finished, on success and failure alike.

Results​

DataDescription
Value (number)The meter value after this evaluation.
Progress (number)value / target clamped to 0..1; 0 when Target is 0 or less.
Filled (boolean)True on the evaluation that reached Target (a boolean, not a signal).
Fill Count (number)How many times the meter has filled; kept across resets and, for identified players, across rounds.
Remaining (number)target - value, never below 0.

Usage​

  1. Add Progressive Meter to the maths component and set Target and Increment.
  2. Fire Do once per spin.
  3. To charge only on wins, turn Add On Do off and fire Add from the win event.
  4. After Done, branch on filled with Condition to start the feature.
  5. Wire progress to the meter bar in the UI.
caution

Set Value is applied on every evaluation while it holds a number, before the add, so a wired constant pins the meter. Use it for a one-off restore and clear it afterwards.