History

This contains the source code documentation of the class subsystem_History.

subsystem_History

Inherits: DialogicSubsystem

Subsystem that manages history storing.

Properties


Methods

ReturnsMethod
voidpost_install ( )
voidclear_game_state ( clear_flag: int = 0 )
voidload_game_state ( load_flag: int = 0 )
voidsave_game_state ( )
voidopen_history ( )
voidclose_history ( )
voidstore_simple_history_entry ( text: String, event_type: String, extra_info: Dictionary = {} )
Arrayget_simple_history ( )
voidstore_full_event ( event: DialogicEvent )
voidmark_event_as_visited ( event_index: int = <unknown>, timeline: DialogicTimeline = <unknown> )
boolhas_last_event_been_visited ( )
boolhas_event_been_visited ( event_index: int = <unknown>, timeline: DialogicTimeline = <unknown> )
voidsave_visited_history ( )
voidload_visited_history ( )
Dictionaryget_saved_visited_history ( )
voidreset_visited_history ( reset_property: bool = true )

Signals

signal open_requested ( )

No description available.


signal close_requested ( )

No description available.


signal simple_history_changed ( )

No description available.


signal full_event_history_changed ( )

Emitted if a new event has been inserted into the full event history.


signal visited_event ( )

Emitted if an encountered timeline event has been inserted into the visited event history. This will trigger only once per unique event instance.


signal unvisited_event ( )

Emitted if an encountered timeline event has not been visited before.


Property Descriptions

var simple_history_enabled = false

Simple history that stores limited information Used for the history display


var simple_history_save = false

No description available.


var simple_history_content = []

No description available.


var full_event_history_enabled = false

Whether to keep a history of every Dialogic event encountered.


var full_event_history_save = false

No description available.


var full_event_history_content = []

The full history of all Dialogic events encountered. Requires full_event_history_enabled to be true.


var visited_event_history_enabled = false

Read text history Stores which text events and choices have already been visited


var visited_event_history_content = {}

A history of visited Dialogic events.


var visited_event_save_key = "visited_event_history_content"

Used to store visited_event_history_content in the global info file. You can change this to a custom name if you want to use a different key in the global save info file.


var save_visited_history_on_autosave = false

Whether to automatically save the already-visited history on auto-save.


var save_visited_history_on_save = false

Whether to automatically save the already-visited history on manual save.


Method Descriptions

func post_install ( ) ⇒ void

No description available.


func clear_game_state ( clear_flag: int = 0 ) ⇒ void

No description available.


func load_game_state ( load_flag: int = 0 ) ⇒ void

No description available.


func save_game_state ( ) ⇒ void

No description available.


func open_history ( ) ⇒ void

No description available.


func close_history ( ) ⇒ void

No description available.


func store_simple_history_entry ( text: String, event_type: String, extra_info: Dictionary = {} ) ⇒ void

No description available.


func get_simple_history ( ) ⇒ Array

No description available.


func store_full_event ( event: DialogicEvent ) ⇒ void

Called on each event.


func mark_event_as_visited ( event_index: int = <unknown>, timeline: DialogicTimeline = <unknown> ) ⇒ void

Called if an event is marked as visited.


func has_last_event_been_visited ( ) ⇒ bool

Whether the last event has been visited for the first time or not. This will return true exactly once for each unique timeline event instance.


func has_event_been_visited ( event_index: int = <unknown>, timeline: DialogicTimeline = <unknown> ) ⇒ bool

If called with with no arguments, the method will return whether the last encountered event was visited before. Otherwise, if event_index and timeline are passed, the method will check if the event from that given timeline has been visited yet. If no timeline is passed, the current timeline will be used. If there is no current timeline, false will be returned. If no event_index is passed, the current event index will be used.


func save_visited_history ( ) ⇒ void

Saves all seen events to the global info file. This can be useful when the player saves the game. In visual novels, callings this at the end of a route can be useful, as the player may not save the game. Be aware, this won't add any events but completely overwrite the already saved ones. Relies on the Save subsystem.


func load_visited_history ( ) ⇒ void

Loads the seen events from the global info save file. Calling this when a game gets loaded may be useful. Relies on the Save subsystem.


func get_saved_visited_history ( ) ⇒ Dictionary

Returns the saved already-visited history from the global info save file. If none exist in the global info file, returns an empty dictionary. Relies on the Save subsystem.


func reset_visited_history ( reset_property: bool = true ) ⇒ void

Resets the already-visited history in the global info save file. If reset_property is true, it will also reset the already-visited history in the Dialogic Autoload. Relies on the Save subsystem.