I ended up fixing it myself. I was getting state locks (stuck in a state) likely because I was checking each variable’s value in each condition, and I had conditions for every possible state change.
Now I have :
I think before, when I was checking all variables (is trigger pressed, is grip presses, is ration <) on every single condition, that the variables were changing in less than a frame, causing it to get in unexpected states.
Now, (except for the Rock, which requires both trigger and grip press), checking if one prerequisite is met before transitioning fixed the issue up. No more state locks. Oh yeah, I also made it so you’d always go into paper or scissors, and you can no longer go directly into rock. Allowing it, to begin with, I think made it unnecessarily complicated.
