Comments (3)
You have two copies of your game state - an autoload (the correct one) and one in the local scene (the one you are accidentally editing in that example). You should remove the state node in the scene and then in your _ready
function, update the global state instead.
from godot_dialogue_manager.
Can you provide a minimal reproducible project that demonstrates the issue?
from godot_dialogue_manager.
Yes, of course, here you have it
A 2D scene where clicking on the godot sprite in game makes to start a dialogue
bug_dictionary_updated_runtime.zip
from godot_dialogue_manager.
Related Issues (20)
- Can't drop from one title to another title with... nothing between.
- Get Dialogue Editor Shortcuts from Godot Editor Shortcuts HOT 1
- Cant run the game after export. HOT 4
- Character name as variable in response option results in malformed response text HOT 7
- Removing and regenerating .godot folder breaks project while plugin is installed HOT 2
- Change the dialogue_reponses_menu to extend Container instead of VBoxContainer
- A way to capture input when the Balloon parent node is a SubViewportContainer HOT 3
- Parsing Error when loading game with DialogueManager open HOT 1
- Minor typo in screenshot.jpg HOT 1
- Text inside DialogueLabel doesn't updates with TranslationServer.set_locale("") if I change "Default CSV Locale" HOT 3
- Can't run the game after export HOT 3
- Godot 4.0.2 - Cannot run the test dialogue HOT 1
- Lambda-s are not supported in do-/set- statements HOT 1
- Randomised jump-and-return HOT 1
- Custom Balloon Paths Not Recognized HOT 6
- Loop array to generate responses HOT 1
- Does not work HOT 1
- Visual node graph editor for writing dialogues HOT 1
- update dialogue in game when file is changed HOT 2
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