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Animate message boxes during transitions - Messages 7 of N #2076
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* Reorganize update sequence * Add debug logging to debug frame timing issues * Simplify and streamline * Add hacks to match RPG_RT open/close timing and intpreter * Fix waits for printable and non-printable characters. It appears that RPG_RT animates the message open and close *after* the main loop. This causes a lot of complications for us, because much code depends on whether the message window is visible or closing. To workaround this difference we add close started and close finished flags and wrap them.
Allows for edge case when \> actually causes a wait.
If a half width character printed but didn't wait, it will always wait if proceeded by a full width char.
* Check for summon gold window before animating the message box * Handle gold window in repeated messages
Fixes incorrect timing in X\s[2]X\>\^
Fixes cases where inn message interrupts current text.
Fixes timing for multi-page level up messages
Emulates the RPG_RT behavior for EasyRPG#1706 Tests 17 & 18
Killing this PR, if/when messages are revisited will take another look. All of this is recorded in github issues. |
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Depends on #2026
WIP to emulate #1706 test cases 17, 18, and 27