The following command input selectable is shown under certain circumstances:
Can you tell the map id where this happens?
How to trigger: just press the decision key, it will open a menu with 4 options. The first two options will show options with control commands.
Another couple of bugs there:
This game uses an interesting technique:
It uses Hero names to generate strings. :O
The choice list contains
\N\N and this is substituted to "\C whatever". So is basicly double substitution, wtf. This will need some code rewrite (the replaced hero name must be pushed back into the text-string, so the -substitution applies again)
77af9ca should fix this.
Great, this also makes the code easier to read! (no more call_depth). One potential issue i see is the possibility of endless recursion, but I think we can neglect this possibility.
Yeah the endless recursion is a thing I wanted to test in RPG_RT to see what happens :D
Endless recursion was impossible in RPG_RT. If an actor's name is "\n" or "\v", the output will always be "". If the name is "\v[\v]" or "\n[\v]", the output is "[]". Separating the commands in two or more names won't change the result (e.g. if \n is "\n[", and \n is "\v]" the output of \n\n is still "[]").
So the patch doesn't replicate perfectly RPG_RT, but it extends the behaviour one would expect from these combined message commands,
Actually this regressed a bit:
The problem here is some oversight: The code doesn't distinguish between empty hero name and parse error.
Another problem is the handling of , this actually doesn't(!) escape the next command character m(
Handle some corner cases (empty \N, incorrect \\ escape handling) cor…
…rectly. Parse backwards to implement the EasyRPG extensions \v[\v[N]] and \n[\v[N]]] again.