I’m working on my dynamic events sequencing system, and running into a pretty big headscratcher tied to the biggest pain in the… of my existence: The Stats Page/Screen!
I went to check something on the Stats window while in the first scene of a GoSub event, when going back it skips the whole sequence and enters the main_ui/next scene of the game I suppose?
However, if I go to the next spot (aka clicking the button from the *page_break), the bug does not occur.
*comment --- Mother Dies Giving Birth ---
*label death_mother_birth
[i]Once in awhile, a tragic backstory shepherds forth.[/i]
Chaos fills the room, raucous shouts erupting with a volley of mixed voices.
"Hang another bag of o-neg!" Sharp intonation clashes against the others, a clear sign of authority at hand.
"Yes, sir!"
More shouting. You feel the compulsive urge to begin letting out a scream. It's strong, the gift of life pushing forth.
[i]Beep.[/i]
[i]Beep.[/i]
[i]Whiiiiiiiiiiir![/i]
Something's loud. It sounds you over the edge, and you're unable to cope with the sudden blare of noise.
*page_break WAAAAAAAAAAAAAHHHHHHH!
[i]The events were a tragedy.[/i]
As you've come to learn, your mother passed away during the events of childbirth.
Tragic respiratory failure followed by cardiac arrest was marked as the cause of death.
Whilst it wasn't your fault, it clearly held an impact upon your father, and would serve as a telling tale that wove through your childhood.
Nonetheless, we must push on.
Fight for another day.
[i]Rest in Peace, Mom.[/i]
After that page_break is hit, I’m safe. Prior to it, I’m not. The code that heads into the gosub is as follows:
*if (death_mother_birth)
*gosub_scene dynamic_events_1 death_mother_birth
*goto_scene main init
I did not show the return as I hid some sequences since only the beginning of this the bug occurs on.
What spacing are you using? the TAB key or the SPACEBAR? choicescript is very delicate and that could be the root of the problem, otherwise you could *page_break right before
Something’s loud. It sounds you over the edge, and you’re unable to cope with the sudden blare of noise.
also on,
*if (death_mother_birth)
*gosub_scene dynamic_events_1 death_mother_birth
*goto_scene main init
You could put an *else or an *elseif function before *goto_scene although that may clutter your code.
The Stats page should technically always return you to the last label/choice if not then it may be an issue with the source, let me know if this helped you.
There’s no spacing for that, the code is shown exactly as there. If you meant spacing for the gosub, then the space is accurate as produced by VSCode’s ChoiceScript plugin.
Unfortunately, something’s absolutely wonky with it. I don’t know if it’s choicescript’s source, something I’m not finding. I uploaded it to the new Moody as well and the bug still exists. It doesn’t seem to matter whether or not I run it as a GoSub, a Goto_Scene. Nothing. Hell, I’m half tempted to remove the dynamic events sequencer, plug it in directly, and see if that works.
Either way, the bug is definitely concerning to me as nothing I’ve done to alleviate it works.
A rand does, but now I’ve found that this bug is far more encompassing.
In the event this event is not triggered, it can be forcibly triggered by repeatedly going into and out of the Stats screen. One of the times you’ll return to the game from Stats will trigger this sequence and the underlying code.
This now makes this far more concerning to me, period.
Damn, that’s a rough one. I’ll create an initializer script that rolls the rand and prompts the player that dynamic events are generating for their playthrough.