Sorry, I’m on holiday and didn’t see this post because I almost vomited on the plane
Thanks for referencing_me, but now I must do something.
thing
!Ok, let’s be real here. I’m on holiday, meaning I don’t want to keep up th3 creepy 5tuff while i’m here.
So, assuming @Oblivious’s view count is at a con5tant, we can divide the1r view count (4t the time of writing, its 137, s0 137 / 7 = 19.5
Alright, so 19.5 * 853 = 16,633.5.
When @Oblivious would be here as long as I am, with a constant rate of views, they would have 16k views. I’m t1red so if my math is wrong let me know
Im making an RPG and for a while i needed to disable the A button function because I had a glitch were interactions would double and not skip text
I would appreciate help
If you are having a double input issue, then it is definitely something that can be fixed somewhere else in your code. If you want to send a link, I can take a look at it.
I found the issue! The problem you have is that the “on button” blocks don’t register a new click until the the code running from the last click completes. This means that until those story and music blocks in the On A Button Pressed block are over, it won’t detect that you have pressed the A button. Then, once they do stop, the times you have pressed A while waiting for the blocks to end are saved, so the A block runs again after it stops, causing your double input issue. What I did to fix this was move all that story code into a forever loop. This is so that the On A Button Pressed block will still work for skipping text, while the Forever loop handles everything else!
I renamed that “a or no a” variable to “dialogue is running” but I ended up not needing the variable at all. Instead, at the end of the Forever loop, I put a “wait until <Not (A button is pressed)>”. This way, the Forever loop won’t loop again if you press A to skip dialogue! If you have any issues or questions, ask away!