Integration with Love/Hate
Posted: Mon Jan 30, 2023 11:16 am
Hi,
I have a problem - when during a conversation, I'm using ReportDeed (like ReportDeed("Player", "Pink Girl", "Steal")), and then later in the conversation use a condition to check Affinity with GetAffinity (like this: GetAffinity("Pink Girl", "Player") < 0), then I can see that the system does not check against the updated Affinity, but the old value. The new value is correctly displayed in the UI, but not when checking the Condition.
Is there a solution to this?
(As a note: if I press Save button in the Example project after ReportDeed, but before GetAffinity in the Conversation, the condition works as it should).
I have a problem - when during a conversation, I'm using ReportDeed (like ReportDeed("Player", "Pink Girl", "Steal")), and then later in the conversation use a condition to check Affinity with GetAffinity (like this: GetAffinity("Pink Girl", "Player") < 0), then I can see that the system does not check against the updated Affinity, but the old value. The new value is correctly displayed in the UI, but not when checking the Condition.
Is there a solution to this?
(As a note: if I press Save button in the Example project after ReportDeed, but before GetAffinity in the Conversation, the condition works as it should).