Interesting, i'll look into that. Not sure how to better convey "inventory" though. I can see what you mean though.
Time really flew by, hadnt noticed it had been so long since my last entry. Most of my progress went into my story editor though.
-Entry 62-
Storyteller part 3
If it wasn’t that its not even V1 yet, this would totally be V2 worthy. Already started to face situations where I wanted to duplicate text & events. I already had copy paste but only for text and one at a time. Made it so everything can be copied and multiple elements in a group can be copied.
Also added
Helper. Since I kept forgetting how each Event works in terms of

Characters now have colors associated with them. Originally was meant to be loadable images, but colors are clean. Currently based on which element their index, I intend on allowing color selection.(not priority).
Iv’e added a
cast predictor. According to text & events path it shows which characters are present in the talking group. I can manually set the cast, but for the most part it is done automatically. (just add everyone that will talk) However sometimes du the forks or addition & removal of people the present cast is not what would be wanted. In those cases the predictor can come in handy and allow me to manually fix it.

Added 2 new categories of Ressources: Backgrounds and locations.
Backgrounds are backdrops and CG, They can be added with an image. The image only serves as a preview though.
Locations are in reality a room equivalent. They store the size of the room as well as its background. This is only a story editor so theres no character or moving around involved. What it can do is give a visual representation of where I’m placing characters.
Using a screenshot of the room as background, I can accurately obtain the coordinates I wish to place the characters at.(instead of going in the game editor, finding the x,y go back to the editor and write them in.) This easily outputs a string that can be parsed by the game. (that was already there, but I had to write it manually and it quickly got annoying.)

Finally added
Link flags. I had already implemented forking with flags (essentially variables) but I’d need to create each flag manually. This is fine when speaking of flags that are recurrent, like the stats. Or even major event say “Witnessed Something”. But for say, having a simple acknowledgement of a previous statement that may or may not be encountered. Id need to set a flag “viewed_text_x=true” and check it in the other statement.

That’s what Link flags do, but they do it automatically. They create a flag, set it to true and checks it in the other statement. Since they are one time events I really don’t need to have them clutter the more important flags, or even know their names. Only the game does.
With this I hope to be able to make a much more personal choices sensitive narrative.