Version 0.8.0 | Interaction Context & Bounds
Interactions like dialogue or cinematics have gained many new capabilities.
Interaction Bounds
Interaction bounds confine interactions to an action or space, such as canceling dialogue when the player walks away.
Interaction bounds can be in 2 modes: Interrupting and Blocking.
Interruption Mode means that if the player breaks the bounding condition, the interaction will be canceled.
Blocking Mode means the player is not allowed to violate the bounding condition, ensuring players see the dialogue through.
The mode is determined by the priority of the interaction versus the priority of the bound. If the interaction has a higher priority, it is in Blocking Mode; if it is the same or lower priority, it is in Interruption Mode.
Entries inherit their priority from the page.
Some examples of Interaction Bounds are:
PlayerRadiusInteractionBound: Player stays within a certain radius from when the bound started.LookAtNpcInteractionBound: Similar toPlayerRadiusInteractionBoundbut forces the player to look at the entity.