I already pitched this to DN and he seems to like it and sees the potential of being able to use the inherent flags.
You know how you open up Zquest and you see the combo selection list on the right-hand side? Well I simply suggested to DN to have a section pull-down box whenever you open up the tile editing window that you can set an inherent trigger flag to that combo. This, of course, would naturally knock out using push-block flags manually. But think of the possibilities of the rest of the flag triggers?? Let's take a simple arrow mini-game for example:
I have four combo cycles that cycle in a loop. One cycle is a totem pole deep in the ground. Next cycle is the pole rising up from the ground. The third cycle is the totem pole in its full upright position for a few seconds (this combo cycle will have the arrow flag inherently attached). The fourth cycle is the pole going back down into the ground. So basically, only on the third cycle and the third combo cycle alone would the arrow flag be present on the screen. And only because it was inherent to that specific part of the combo cycle. Now obviously once you hit it, you may move the player insta-warp to another screen (or however you want to do it) where the poles move even faster, etc.
That's just a simple example. Now take into account custom bosses. Let's say a boss has four rounds of attacks. Only changing once he gets hit in each round. With inherent flags + manually placed flags + tiered combo flags, you can possibly make each round of the boss take place on ONE SCREEN ONLY! So a custom boss of about 16-20 screens can be condensed into 3-4 screens with combo cycling and inherent flags. Would make your bosses feel more alive and fluid and less clunky. Furthermore, you can truly dictate how quick of a timeframe you want a bosses' weakpoint to appear. Like a bosses mouth cycles open briefly to reveal a green jewel to shoot an arrow at. Only the combo cycle with the green jewel showing would have that inherent arrow combo flag.
There are all sorts of possiblities you can do with this simple idea. Of course, any manually placed flags you put overlapping any tiles with inherent flags take priority. Because if you put a flag over a combo with an inherent flag attached to it, there is a 90% chance you know what you are doing. So manually placed flags still take priority.
DN seems to like the idea and is contemplating on how to incorporate it for the next beta. So here is hoping he'll get it to work! So what do the rest of you think?