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The text event has the unique ability to seem to the player like multiple events. However this is completely ignored by the save/load system which simply stores the event index (there is no indication of the text events progress in the state). This is perfectly fine for most events, but for a text event with multiple parts, it means it can only begin at the start.
This is especially problematic when you use the "New Lines as New events" setting and use one event block for many events one character says. Saving at any point during those "events" and then loading that save, will always start the event from the beginning (the first text). It is not really a bug, as that is expected, but it's not what users most likely want.
This has only occured to me, because for a rollback system it would also be important to jump into a text event at a specific moment.
I will investigate how to best fix this. Most likely the text event has to update some kind of counter in the current_state to indicate it's own progress. This counter then has to be taken into account when starting any text event.
The text was updated successfully, but these errors were encountered:
The text event has the unique ability to seem to the player like multiple events. However this is completely ignored by the save/load system which simply stores the event index (there is no indication of the text events progress in the state). This is perfectly fine for most events, but for a text event with multiple parts, it means it can only begin at the start.
This is especially problematic when you use the "New Lines as New events" setting and use one event block for many events one character says. Saving at any point during those "events" and then loading that save, will always start the event from the beginning (the first text). It is not really a bug, as that is expected, but it's not what users most likely want.
This has only occured to me, because for a rollback system it would also be important to jump into a text event at a specific moment.
I will investigate how to best fix this. Most likely the text event has to update some kind of counter in the current_state to indicate it's own progress. This counter then has to be taken into account when starting any text event.
The text was updated successfully, but these errors were encountered: