Quick update, I found the same issue in active time battles if the enemy counter-attacks my first attack with the tutorial message. It seems to not be observing the unblock atb, or something to that effect..
Ok all of that is working, but is there a way I can show the positive/negative change in a consumable status value?
PlayerA has 10 Ability Points (AP) expressed as a fraction of maximum AP (MaxAP)
MaxAP is a normal status value and A…
Ok cool, will test on my end and make sure this solves it. Weird that it works if i save before scene 3, but fails if i save after scene 4.
Edit: Confirmed scene rename fixes the issue. Thanks for tracking that down!
The only one thats being set between scene 3 and 4 is a couple of booleans:
var useBattleTutorial: bool
var alreadyShowedAttackTutorial: bool
Saving and loading before scene 3 starts works fine.
Saving and loading after scene 4 ends, fails.
Forgot to mention that I got all of this working with a custom node. To survive a game reload I had to use a library to recreate objects, however in game recreation across scenes is all handled without any new dependencies.