Combine auto progress with NPC dialogue overlay
kristofbolyai opened this issue · 13 comments
You mean if the overlay is disabled while it is showing a dialogue? What did you expect to happen? 😮 The next dialogue screen sent should work as normal. Does it not?
It might be because of my PR though, but I doubt. The thing should not depend on dialog extraction being disabled, but rather if it is being "consumed". See #305.
I'm still not sure what you mean, though. Did all NPC chat disappear, like, forever and always, if you do not have the overlay enabled? Or did you disable the overlay while in the middle of a dialogue, and that messed up that current NPC interaction?
Iirc, if you do not have the overlay enabled, but the feature still enabled dialog extraction, then messages wont be sent in chat (and since we don't have an overlay, we cannot see it). We would need to look at the users of the NPC dialogue, and send it to chat if no-one is using it.
I fail to reproduce by turning on and off the overlay and turning on and off the actual feature. I'll look into the code to see if there is something else that can cause us to lose dialogues.
I think I would like to solve this by folding the auto progress functionality into the NpcOverlay feature itself. I have a hard time seeing how the autoprogress could ever work fine if we do not pick out the dialogue and present it in an overlay. And I frankly doubt that anyone would ever want to do that.
@kristofbolyai There is also a bug in auto progress, where it got into a bad state of being disabled, but still showed "0 seconds left" all the time. I triggered it by enabling and disabling Npc overlay, auto progress, etc, in some random order.
@kristofbolyai There is also a bug in auto progress, where it got into a bad state of being disabled, but still showed "0 seconds left" all the time. I triggered it by enabling and disabling Npc overlay, auto progress, etc, in some random order.
If you merge the two features, this should not be a problem?
Agree, I thought this was the case. If it's not, then it is definitely a bug. I'll look more closely into it.
Fixed with #366