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
This lets the user fadein bgm after using a normal "play bgm" command in
the event editor. Just simply call "Script.fadein_bgm(target, speed)"
with the target being the target vol % that you want the fade in to
eventually reach and the speed being how fast you want it to reach it (1
- slowest, 100-instant)
This was causing footsteps tiles in the barrens to allow the player to
interact with objects an extra tile in front of them, which was causing
issues (ex: letting players talk to doors through walls)
With this, autoloading upon launching the game should be fully working.
Also added some randomness to the pitch of step_sfx to make them sound a
bit less repetitive, and made it so the game can only save if the
current scene is a Scene_Map (because auto_saving at the titlescreen
breaks things pretty badly).