Version 0.5.1
- When diverting to specific knots repeatedly from game code, the visit count now gets updated correctly, so long as your knot has fully completed with an
-> END
. If it hasn't, you can also now callmyStory.state.ForceEnd()
to mark the flow complete. Thanks for the report @AdamNashGames! - A call to
-> DONE
now ensures that flow actually stops, rather than marking it "safe to exit". (oops!) RANDOM(min, max)
andSEED_RANDOM(intSeed)
now available! Random's min and max bounds are inclusive, e.g.I rolled a {RANDOM(1,6)}.
.- Warning for using
else:
rather than- else:
. - Show error when passing
-> myVar
as a divert target rather than justmyVar
. (Slightly confusing)
Unity users: What should you download?
If you're using Unity, the UnityInkIntegration package is all you need!