I clicked it one to many times and it jumped to a sex scene that you can only get if you did certain actions.
The rollback just revert the game to a previous state, restoring everything in the exact state it was at this exact moment.
Let's say that you've this code :
Code:
default myVar = 0
label whatever:
menu:
"Choice 1":
$ myVar += 1
"You are happy."
"Choice 2:"
jump thatLabel
"Choice 3":
"It's raining men, Alleluia !"
Jump somewhereElse
label thaLabel:
$ myVar += 2
"Be ready to encounter your faith."
You start with
myVar
at 0, and you test the "Choice 1". Then,
myVar
value will pass at 1.
But, when you rollback, and reach again the menu,
myVar
value will come back to 0.
And it will be the same if you test the "Choice 2".
myVar
walue will pass at 2, but the rollback will revert it to 0.
Therefore, if testing your different options, through the use of the rollback feature, lead you to a sex scene that you shouldn't see, it's not the rollback that is the problem, but your code.
Of course, you can disable the rollback. It will hide the problem, but it will not solve it ; it's like putting the dust under the carpet.
All that said... DON'T DO IT!
It only pisses off players and you'll spend half your time on any support forums explaining why you felt you needed to switch it off.
And meanwhile advanced players, or those who know where to ask, while just put back the rollback and play the game without carrying about his own preferences regarding it.
If I had to guess you're using
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. [...] Both "seen" functions work as a "seen ever". So multiple playthroughs break things, likewise rolling back. Their main use is things like galleries, where you want the player to unlock stuff with multiple playthroughs.
Exactly. They are persistent values intended to either to handle persistent information (like galleries), or to offer the possibility to put variation in your game when someone play it more than once. They can also be used to handle a completion factor, telling the player that, by example, he'd still missed a scene.
But they carry "meta information". What mean that at no time they have to be used to handle a playthrough or as flag telling what decisions were made by the player.