Comments (1)
Located the bug in PawnInteractive.gd
.
if event.is_action_pressed("ui_accept") and dialogue_balloon.visible:
triggers every time you press ui_accept
(but only for keyboard inputs, not clicks).
Adding set_process_unhandled_input(false)
at the end of the if statement fixes it, but it doesn't allow you to interact with the map event again which probably isn't the desired outcome.
What is weird is that the process is checking for dialogue_balloon.visible
but it isn't visible as far as I can see so it should fail.
EDIT:
I'm wrong on that. The dialogue_balloon
and the quest_bubble
are not the same thing.
EDIT 2:
Okay I'm getting closer. In the start_interaction()
function we have the for action in actions
loop.
When it does the StartCombat
action it never exits back to the start_interaction()
for some reason.
EDIT 3:
Okay, I think I tracked it down to when the local_map
gets removed before a battle starts. When it gets readded, the yield
function is no longer waiting to be processed.
That's not directly tied to this problem, but it is causing a bug when I tried to handle the start_interaction()
with a state.
I think I'm done trying to figure this out though.
from godot-open-rpg.
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