on_dialog_finished Should Have a status Argument
So recently I have been working on my dialog wrapper and discovered that it is really hard to get all the information I needed in one place. There are two places notified at the end of the dialog (that I know of), the game:on_dialog_finished(dialog)
event and the callback given to start_dialog
. The first gets only the dialog and the second gets only the status. (Info is gone by now.) I need both and had to do a weird trick to get both.
Now I haven't looked into many quests do this but I'm guessing they just pass in a different callback that already knows what the dialog is and the event just handles generic stuff. I'm not sure if this is common so I chose the simplest way to try to fix this problem (you could also add the dialog to the callback but I think that might be more disruptive).