In the attached hold, a character script will run a 1-turn cutscene when you step on the time token. If you record a timeclone after that, press tab (or your configuration's equivalent) to go back in time, and
then try to undo a bit, then the undo will
completely skip the entire recording and go
all the way back to the turn
before stepping on the timeclone. So, if you did a bunch of recording with the timeclone, then wanted to go back and alter the recording slightly, trying to undo to there would completely undo all of the recording at once.
You might wonder why I'd want a cutscene in this specific situation. But it came up while building
a custom element that needs to know when the player has
just gone back in time, so that it can immediately do a thing. Trying to detect for a timeclone in the room, or a used time token, or anything like that, fails to notice anything until an extra turn
after the player has gone back in time. This 1 turn of "
forced wait"
via cutscene ensures that the player hasn't moved or done anything during that extra turn.
I've verified that this happens in 5.2.0.538.
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[Last edited by Xindaris at 05-31-2025 04:44 AM]