Reordering the trigger on custom message boxes
With frame perfect inputs, you could close these on the same frame as they open, which in some cases leads to a soft lock of the game.
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ae846e0976
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f9a43eff45
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@ -176,6 +176,13 @@ class Desktop_Message
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return
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end
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if visible
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if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL)
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terminate_message
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@fade_out = true
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end
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end
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# Message is over and should be hidden or advanced to next
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if $game_temp.message_desktop_text == nil
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@fade_out = true if @viewport.visible
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@ -189,12 +196,6 @@ class Desktop_Message
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end
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end
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if visible
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if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL)
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terminate_message
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@fade_out = true
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Variables
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@ -191,6 +191,13 @@ class Doc_Message
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return
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end
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if visible
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if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL)
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terminate_message
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@fade_out = true
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end
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end
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# Message is over and should be hidden or advanced to next
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if $game_temp.message_doc_text == nil
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@fade_out = true if @viewport.visible
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@ -204,12 +211,6 @@ class Doc_Message
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end
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end
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if visible
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if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL)
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terminate_message
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@fade_out = true
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Variables
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@ -179,6 +179,13 @@ class Ed_Message
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return
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end
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if visible
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if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL)
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terminate_message
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@fade_out_text = true
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end
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end
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# Message is over and should be hidden or advanced to next
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if $game_temp.message_ed_text == nil
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@fade_out = true if @viewport.visible
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@ -213,12 +220,6 @@ class Ed_Message
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return
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end
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if visible
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if Input.trigger?(Input::ACTION) || Input.trigger?(Input::CANCEL)
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terminate_message
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@fade_out_text = true
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end
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end
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end
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#--------------------------------------------------------------------------
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# * Variables
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