coppro wrote:
I think I understand the basic idea behind the speech engine: The script adds a piece of speech to the stack, and then it goes from first added to last added. The flush speech empties the stack, but how come the speech couldn't add to the standard event cue upon completion?
Because the gameplay engine is strictly turn-based - it only updates when Beethro makes a move. The speech engine goes on regardless of the moves. If you just don't do anything, the speech will keep playing.
Also, the speech can be manually flushed by the player by pressing space, which further makes it unpredictable.
Now, it seems to me that, in theory, it could still be possible to have a "
check whether speech ended during last turn"
command, but when a similar request was made back in the days of JtRH development (it's not like it didn't occur to people at the time), Mike assured us that that's just not possible the way the current engines are coded. If I understand correctly, then if DROD were rebuilt from scratch yet again, then maybe it could be done, but the DROD 2.0 engine just cannot be expanded in this way.
DROD 3.0 is not a rebuilding from scratch of DROD 2.0, so it still won't have this ability. I will say that you'll probably still be happier with what it allows you to do in this regard.
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