Closed jetrotal closed 10 months ago
Hm guess I should special case this to walk over the Unicode characters instead of bytes. Otherwise this is useless for everything that is not ASCII.
Make me wonder if this even works in maniac patch for Japanese 🤔
I can't test it here, without access to japanese rpg_rt. This is how it looks on Maniacs:
Problem with english tests is that these are ASCII. ASCII is a super boring 1 byte per character encoding. So everything (like a naive "split at every byte") will just work. So is unsuitable for testing edge cases.
The fun starts when you add umlauts (äöü) as they are 2 bytes per character in Unicode. Japanese is 3 bytes per character. Though Maniacs likely uses Shift-JIS internally and does special handling for them.
When I have time will try to get a Japanese example working...
Umlauts will likely work in Maniacs because internally it uses Latin-1, making them 1 byte per character too. (???)
Appears to work in Maniacs. So has likely special handling for Shift-JIS:
Ok, EasyRPG is freezing whenever I use
t[1] .split "", t[2], v[1241]
to split a string per character. If I change "" with "a" it works.Empty strings in this case stuff should mean every character. So, looks like the stringVar split operator doesn't like empty entries.
I guess this one could fit within @Ghabry's small fixes PR: Player #3151
The TPC code I used to test this feature is from a "Typewriter" event, written by Jorge Maker: