Encountered this on the latest beta (as far as I'm aware, anyway). It's possible that this behavior is older than I think, but I really don't recall running into this issue before. If the player is recording a time token, and a "
teleport player"
command is called, the game halts the time token as if the player had picked up a potion and plays the "
whoosh"
sound effect that it does for "
normal"
tokens such as conquer, disarm, etc. Using set var _X or _Y seems to also have the same effect.
I can't think of any good reason for teleportation to interrupt a temporal recording. I mean, obviously if this didn't happen then the resulting projection would wind up in a different location from the player when it's played back, but that seems like a natural and potentially cool thing to me? Maybe this is some kind of side effect of some sort of changes related to the set player role function's interaction with time tokens, although I can't imagine why those would be related in this way.
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[Last edited by Xindaris at 02-02-2021 10:52 PM]