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CLOSES #1396, CLOSES #1398, CLOSES #1400, CLOSES #1401, CLOSES #1406, CLOSES #1407, CLOSES #1411, CLOSES #1413, CLOSES #1415, CLOSES #1416, CLOSES #1417, CLOSES #1419, CLOSES #1421, CLOSES #1422, CLOSES #1423, CLOSES #1424, CLOSES #1425, CLOSES #1427, CLOSES #1428, CLOSES #1429, CLOSES #1431, CLOSES #1432, CLOSES #1433, CLOSES #1435, CLOSES #1437, CLOSES #1440, CLOSES #1441, CLOSES #1442, CLOSES #1443, CLOSES #1447, CLOSES #1449, CLOSES #1456, CLOSES #1464, CLOSES #1465, CLOSES #1468, CLOSES #1469, CLOSES #1470
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@@ -26,6 +26,7 @@ local NAME_DELAYS = { FAST = 1, MID = 3, SLOW = 5 }
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-- up over the still-visible text (YesNoChoicePokeCenter and friends);
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-- the box then closes and choice(yes) runs instead of onDone.
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-- opts.defaultNo starts the cursor on NO.
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-- opts.choiceLabels / opts.choiceBox: data/yes_no_menu_strings.asm:16
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-- opts.auto: texts with no `prompt` (a text_asm/text_end tail, like
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-- _UsedStrengthText) never wait for a button: once the last page has
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-- typed out, auto.sound() runs (returning an audio source blocks like
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@@ -51,6 +52,8 @@ function TextBox.new(game, text, onDone, opts)
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self.choice = opts and opts.choice
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self.defaultNo = opts and opts.defaultNo
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self.choiceNoSound = opts and opts.noSound
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self.choiceLabels = opts and opts.choiceLabels
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self.choiceBox = opts and opts.choiceBox
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self.money = opts and opts.money
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self.auto = opts and opts.auto
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self.stay = opts and opts.stay
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@@ -340,6 +343,7 @@ function TextBox:update(dt)
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self.game.stack:pop() -- this text box, under the choice
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self.choice(yes)
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end, { defaultNo = self.defaultNo, noSound = self.choiceNoSound,
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labels = self.choiceLabels, box = self.choiceBox,
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-- this box is anchored below it; the pair moves together
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anchor = "bottom" }))
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end
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