Signal
Description
A custom signal in a dialogue scene. It can be used for almost any operation.
Syntax
text
signal <custom signal instruction>Parameters
| Parameter | Required | Example | Description |
|---|---|---|---|
| Custom signal instruction | Yes | affection_up | Specific instruction |
Example
text
# Example
signal affection_up
signal affection_down
signal set_affection_gold 50Rollback behavior
A signal is a replayable one-shot side effect: a dialogue rollback may cross it, and playback re-emits it when it passes the instruction again, so a branch the player re-picks re-runs its handler.
- If the handler only touches snapshot state (script variables, camera, actors, background, audio, UI), rollback plus replay lands on exactly the same result as a fresh playthrough (the demo's
signal affection_up→%love + 1is this case); - If the handler touches state outside the snapshot (singletons, external saves, custom Resources), it must be idempotent;
- Achievement commands (
achievement unlock/increment/set_flag) are external counters: they are never replayed, so an achievement is not recorded twice.
See "Variables and side effects" in Dialogue Rollback (Previous Line).