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you found greg! #2458
you found greg! #2458
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So the main reason I backed off doing this earlier on was it gets complicated with MQ dungeons, as 3 more "GREG"'s are added to the item pool, any thoughts on this? |
@garrettjoecox i accounted for that already, only the one in mido's is greg, the others are still green rupees |
example spoiler that shows greg as different from the other green rupees (12 mq dungeons)
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@PurpleHato as of 74d9e45 all of your suggested options should work |
@@ -1783,6 +1787,13 @@ void InitSaveEditor() { | |||
SohImGui::LoadResource(entry.second.name, entry.second.texturePath); | |||
SohImGui::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f)); | |||
} | |||
for (const auto& entry : gregMapping) { |
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Do you need a map/loop here? We’re just loading in the two textures for Greg right?
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I think its good form to keep it as the others -- it leaves doors open
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specifically it makes it easier to use the same patterns as the other groups when adding to the main window, instead of needing custom code just to add greg in there
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I’m on mobile and can’t closely review the item tracker changes but everything mostly looks good.
I think one remaining thing missing is you aren’t persisting the foundGreg to the save in the save manager
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LGTM!
2023-02-12.21-32-33.mp4
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