Apparently there was already a function for reseting the frame wait,
used commonly after loading files. So we don't have to use the hacky
method of making the game wait for X number of frames anymore.
If you opened the fast travel or the item menu right before touching a
touch-run event, it would soft-lock you if the event changed niko's
move-route, since niko was unable to move due to his update function
being unreached.
This was causing a bug where if you had 4 choices you could access
another page with blank choices? Rather than try to figure out why
that's happening I'm opting to remove the functionality entirely, as
we're short on time and we don't even have any choice dialogues that
have more than 4 choices anyways.
The interpreter needs to +1 to the index before saving or else
quit_game_bed will have the game stuck in an infinite loop of quitting
the game when reloading, but we need to -1 immediately after because
otherwise the interpreter will skip a command after this is called.
The game would try to catch up in frames when a window prompt was
opened, so if the window was open for 140 frames the game would process
the next 140 frames instantly after the game was closed. To fix this, I
have the window prompt time how long it's opened and then I tell the
game to sleep for however many frames it was opened for.
Credits message works but does not yet have all the desired features,
will finish up later.
With these changes the game technically never "allows" you to quit, and
instead the input is handled by Scene_Map. This lets us run an event
before they quit.
In the barrens during the prophet bot scene, the game was comparing the
entered name to Oneshot::USER_NAME. But this was incorrect, as the name
could be either the steam name or the pc username and the name has some
preprocessing done to it. With this new script function, we can compare
the name correctly
-If niko's character graphic is one of the gasmask graphics, change all
his facepics to the gasmask facepic
-User can now prompt text to show instantly by pressing action or cancel
while text is scrolling