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That sounds helpful. So it will be possible then to have a new event start, when it detects that Variable X has increased to a new value?
I was thinking about a sort of exhaustion system, where a character gets more tired as time progresses and when the variable for it drops to zero the player character falls asleep. That sort of thing. I would need two events for that.
1. The event telling the engine to continously decreased the variable.
2. A secondary event that hooks in the moment this variable goes to zero, and then executes the scene where the character falls asleep.
I really want this update! It will make development so much easier. Any ETA on it? Anything we can do to help?
The update is nearly finished and it will be soon after the spring fastivel, our plan was to finish the android packaging before we release, but if there are users require this update to finish their project, we would like to release the update once it is finished.
Any kind of help would be appreciate.
Not finish, more to get the gameplay principle prototyped. But no stress. Hearing these news is great.
How?
Also, will it be possible in the future to write longer texts such as item descriptions, quest descriptions, etc?
At current the letter limits are rather low, I find myself constantly trimming down the descriptions I wanted to use.
Sure we can make the descriptions longer, please tell us whatelse you would like to make it longer other than quest and item.
For descriptions:
Skill Descriptions and Choice Options fields would be also great to have extended.
Skill Descriptions - Upper limit at current seems to be 50. Also, for skill descriptions there seems to be a bug where the description box starts to behave weird when getting over 20 symbols in.
Item Descriptions - Currently capped at 50 symbols
Event: Choice field - Currently capped at 40 symbols - Dialogue box can easily fit 60 with default UI and text size settings, perhaps even 70
Waiting for the update in anticipation.