I wrote the original post mostly out of frustration from doing something another time that I've done dozens of times and just find tedious and annoying every time. What's really annoying to me is even if I explicitly calculate for myself exactly how many (say) 500-millisecond turns all of the speech should take given the numbers that appear to say how long a given bit of speech will be displayed for, I often find that this is somehow too many turns! Not just
one too many turns, which would make sense because of that ceiling part of my calculation, but something like 5 or 10 too many turns as of the cutscene I was just dealing with.
I think my hope was that if something could internally detect whether or not there's still a speech box on screen (which certainly SOUNDS like a reasonable thing to check for regardless of what's asynchronous to what) and then complete the "
wait for speech to finish"
command at that point. Or else to do the calculation that I've been doing myself (which is based entirely on numbers that I
know the game knows) but better because the computer does it for me and hopefully using whatever the ACTUAL amount of turns the speech is all taking up is, because apparently adding up the displayed amounts of time gives me a gross overestimate.
EDIT: In fact I'd like to demonstrate what I'm talking about with the attached hold. In the cutscene, the character says "
Talking talking talking"
6 times and then moves south. The cutscene is timed to 100 MS per turn, and each speech box is indicated to take 2200 MS, which means 6*22 = 132 turns should be how many turns the cutscene waits for all of the speech to resolve. Right? WRONG! After ALL of the speech clears (which as far as I understand, SHOULD mean that exactly 6*2200 MS has passed), he stands there awkwardly for like another 10 turns before moving south and ending the cutscene.
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[Last edited by Xindaris at 06-08-2018 02:08 AM]