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Inventory.lua overwriting events and dialogue (littleDialogue)
Posted: Wed Jun 08, 2022 9:35 pm
by bonel_
So if anyone here knows about the Bowser's Fury inventory lua file, then someone may has experienced a similar issue I have.
Everytime an event plays and the player presses the key to call the inventory, the inventory pops up, but results in breaking the events which then breaks the rest of the game and its event's if I am using "littleDialogue".
Why does this occur?
Re: Inventory.lua overwriting events and dialogue (littleDialogue)
Posted: Thu Jun 09, 2022 5:03 am
by deice
the two libraries are by different authors, so there's no guarantee of full compatibility there.
i haven't used either, but for the inventory i'd assume there's a way to temporarily disable it (even if it's just by overriding the input for it). so you could theoretically circumvent this issue by making a new event that does nothing in-game but triggers after any chain of events has finished, then just:
- disable use of the inventory whenever an event is triggered
- re-enable it once the dummy event is triggered
Re: Inventory.lua overwriting events and dialogue (littleDialogue)
Posted: Thu Jun 09, 2022 5:03 pm
by bonel_
Thanks, for the feedback. I've decided to use an alternative due to multiple reasons including this one.
Either way, much appreciated.
Re: Inventory.lua overwriting events and dialogue (littleDialogue)
Posted: Mon Jun 13, 2022 10:45 am
by Coldcolor
scog_ wrote: ↑Wed Jun 08, 2022 9:35 pm
So if anyone here knows about the Bowser's Fury inventory lua file, then someone may has experienced a similar issue I have.
Everytime an event plays and the player presses the key to call the inventory, the inventory pops up, but results in breaking the events which then breaks the rest of the game and its event's if I am using "littleDialogue".
Why does this occur?
Hi, I'm the author of Bowser's Fury Inventory. I found that bug too, and I just patched it out, so I'm going to release an update soon. Sorry about that!
this fix
should also make it so anything paused by lua not interfere with the inventory. please let me know if you find any more bugs!
Added in 1 hour 14 minutes 8 seconds:
deice wrote: ↑Thu Jun 09, 2022 5:03 am
the two libraries are by different authors, so there's no guarantee of full compatibility there.
i haven't used either, but for the inventory i'd assume there's a way to temporarily disable it (even if it's just by overriding the input for it). so you could theoretically circumvent this issue by making a new event that does nothing in-game but triggers after any chain of events has finished, then just:
- disable use of the inventory whenever an event is triggered
- re-enable it once the dummy event is triggered
funny thing is, I actually tried to add compatibility with littledialogue but I forgot to take into account that you can press the button to unpause when the dialogue is open. I just released an update that fixes that though, so we should be good now.
Re: Inventory.lua overwriting events and dialogue (littleDialogue)
Posted: Sun Jun 19, 2022 2:15 pm
by bonel_
Coldcolor900 wrote: ↑Mon Jun 13, 2022 11:59 am
scog_ wrote: ↑Wed Jun 08, 2022 9:35 pm
So if anyone here knows about the Bowser's Fury inventory lua file, then someone may has experienced a similar issue I have.
Everytime an event plays and the player presses the key to call the inventory, the inventory pops up, but results in breaking the events which then breaks the rest of the game and its event's if I am using "littleDialogue".
Why does this occur?
Hi, I'm the author of Bowser's Fury Inventory. I found that bug too, and I just patched it out, so I'm going to release an update soon. Sorry about that!
this fix
should also make it so anything paused by lua not interfere with the inventory. please let me know if you find any more bugs!
Added in 1 hour 14 minutes 8 seconds:
deice wrote: ↑Thu Jun 09, 2022 5:03 am
the two libraries are by different authors, so there's no guarantee of full compatibility there.
i haven't used either, but for the inventory i'd assume there's a way to temporarily disable it (even if it's just by overriding the input for it). so you could theoretically circumvent this issue by making a new event that does nothing in-game but triggers after any chain of events has finished, then just:
- disable use of the inventory whenever an event is triggered
- re-enable it once the dummy event is triggered
funny thing is, I actually tried to add compatibility with littledialogue but I forgot to take into account that you can press the button to unpause when the dialogue is open. I just released an update that fixes that though, so we should be good now.
Thank you so much for releasing this, I will love to re-enable this finally!