There are sometimes empty events inside modules, like in Cave.txt:
-- [EVENT] --CaveDiff1(13)
[/EVENT]
As there is no text to translate, this event disappear when importing to Zanata...
And when rollbacking, number of event are incorrect (index 14 for only 13 events) so the rollback is incorrect and it breaks the module.
It generates too much [/EVENT] at the end of the file, which prevents importing the module into Thea2 (and even crashes the game)
End of rollbacked Cave.txt:
[/NODE]
[/EVENT]
[/NODE]
[/EVENT]
I need to find a workaround for that. Generating the module without the event could do the job (need to test inside Thea2), but if this does not work, it will be very hard to guess missing event because they are missing...
There are sometimes empty events inside modules, like in Cave.txt:
```
-- [EVENT] --CaveDiff1(13)
[/EVENT]
```
As there is no text to translate, this event disappear when importing to Zanata...
And when rollbacking, number of event are incorrect (index 14 for only 13 events) so the rollback is incorrect and it breaks the module.
It generates too much [/EVENT] at the end of the file, which prevents importing the module into Thea2 (and even crashes the game)
End of rollbacked Cave.txt:
```
[/NODE]
[/EVENT]
[/NODE]
[/EVENT]
```
I need to find a workaround for that. Generating the module without the event could do the job (need to test inside Thea2), but if this does not work, it will be very hard to guess missing event because they are missing...
Ok after tests in game, it's OK if the event 13 is missing, there is no text so the module editor does not complains, and as it's empty the module is not activated in game yet, so everything works
Ok after tests in game, it's OK if the event 13 is missing, there is no text so the module editor does not complains, and as it's empty the module is not activated in game yet, so everything works
There are sometimes empty events inside modules, like in Cave.txt:
As there is no text to translate, this event disappear when importing to Zanata...
And when rollbacking, number of event are incorrect (index 14 for only 13 events) so the rollback is incorrect and it breaks the module.
It generates too much [/EVENT] at the end of the file, which prevents importing the module into Thea2 (and even crashes the game)
End of rollbacked Cave.txt:
I need to find a workaround for that. Generating the module without the event could do the job (need to test inside Thea2), but if this does not work, it will be very hard to guess missing event because they are missing...
Ok after tests in game, it's OK if the event 13 is missing, there is no text so the module editor does not complains, and as it's empty the module is not activated in game yet, so everything works
Tests are okay for this bug after the last fix, could be closed