Yeah, and I have to figure out how to use the quest system without manual True. It's reserved for cases when it's impossible to make things work via normal ways, I doubt our quests are that complex.
If you "have" to, than by all means.
I've asked for a system that could log events progression,
that is what I got out of quests system and that is what I understand about it. If you want to know more, read the code/comments and act. As far as I am concerned, I didn't have to do a damn thing and shit got done and it does exactly what I asked for, so ima happy
![Cheesy :D](https://www.pinkpetal.org/Smileys/DarkB/cheesy.gif)
Better than 50 though, now I immediately see issues with missing dice and can fix it, before I had only 50% chance to do it
Matter of opinion I suppose, for me 50 would be more likely to get people to condition their events properly but it's not like giving a shit either way is my thing. We could debate if 0/50/100/None/False/True was the best value there till the end of times.
I don't get this one. How could it possibly matter where I register an event as long as I do it before quitting the scene, and why such a major limitation even exists?
Ren'Py internal structure, you've used "in label" function before (I've seen you do it in code)... in any case, there is a good chance that it'll just work now after my last push.
Created a new issue about quests popups.
Ok, I doubt that it's worth messing with atm, especially since Thewlis made it optional (button in quests log).
Oh, wait.So you created the concept of failing out of nowhere quests that haunts me all this time. Thanks, Xela -_-
No idea,
I asked Thewlis to create a system that could log event progression (and call it quests), as far as I am concerned, he did that. I didn't ask for anything else, so everything else is a bonus. I don't know why he coded that bonus in and I keep forgetting how exactly it is working, but I know that he did what I asked him to and how to use that system, everything else I don't really give a sh!t about.
Come to think of it... Why events use separated dice which also has a priority over conditions thus making them useless, if you can include dice into conditions, and they even will work together?
Simplification and speed. Dice outside of a condition string
is a lot faster. I've already wrote about a lot of people having concerns about speed of string evaluations in Python. I thought that it was a legitimate concern, back when I wrote the event system, now I know that it really wasn't (because it is lightning fast either way), not mentioning that I know how to create bytecode now which removes most of these concerns instantly. I did that in DisplayableSwitcher UDD.
It's all BS and moot points at the end of the day, you don't like dice and want to put it into conditions, just do that. Noone is forcing you to use them. You cannot figure out how quests work? Just set the quest to manual True and use it as a log as I do. I figured out what Thewlis meant to do with the (bonus to the) quest system on soon after he wrote it but it's not what I've asked from it and not how I am going to use it any time soon.