I managed to set the PAGE itself to appear based on a persistent value, but the problem now is that it's basically a menu with lots and lots of choices, each leading to different things, and each needing their own persistent data unlock. How do I do this without making a near infinite amount of menus based on the different combinations of unlocking?
Also, I have a few other questions from me and my friends.
1) if there's a choice, or a regular scene, that adds points to a value (eg str += 1 or something), and someone reads it, scrolls up, rereads/reselects the choice or another choice, will they get another point added into the value (or, if they choose another choice, continue and still keep the point they got from selecting the other choice?)
2) I managed to make unskippable pauses, but transitions are still skipped. For example
Code: Select all
scene Prologue with slow_dissolve
$ ui.pausebehavior(2.0)
$ ui.interact ()
scene bg black with slow_dissolve
Normally, the prologue cg dissolves in, it pauses there for 2 seconds, then dissolves to a black bg
If someone is mashing mouse click/enter/ctrl, the dissolve effect for the prologue cg is skipped, it appears and stays for 2 seconds, skips the black bg alltogether and continues onto whatevers after it. Is it possible to make the slow_dissolve effect in the first instance unskippable also?
3) Before I asked how to add a blinking arrow to the end of lines. I did get an answer, but at the moment it only appears for the click-for-next-page line end, not regular click-for-next-line line ends. How do I do that efficiently, and also perhaps have separate images for next page/next line?
oh and, sorry about the reposting