6-text messages display all six messages
This is original behavior but the Display Message nodes I created afterward did not acknowledge the saving of the space for 6 texts.
This is an item logged from the To-Do and was originally reported by Tados. If you are familiar with or can recreate this bug, please provide details here.
From the text I can't quite tell whether this is a game issue or a scenario editor issue, so for now I've added both labels.
I definitely recall seeing 6-string dialogs with less than 6 strings recently, so this isn't an issue in the game at this point.
It might be an issue in the scenario editor, however, so I'll leave it open for now.
Did some looking into this.
I made a One-Time Display dialog node and clicked to create text. It gave me a 6-field dialog with the texts filled in with '*' which seems to function as a placeholder indicating "don't clobber this string value because it will get used by an unrelated node".
Then, editing text in the town text window, I saw all 6 strings in the list.
Then I went to make another One-Time Display Dialog node, and it clobbered the first placeholder from the first node. After that, when I go to edit the first one, the first text from the 2nd node appears as its second text.
'*' which seems to function as a placeholder indicating "don't clobber this string value because it will get used by an unrelated node".
Actually, I'm pretty sure * is used as a placeholder to mean that it can be clobbered because no node uses it. So the fact that the new dialog starts pre-filled with *'s seems wrong.