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fix greg hint (and an RSK parsing issue) #2547

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merged 2 commits into from
Feb 28, 2023

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briaguya-ai
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@briaguya-ai briaguya-ai commented Feb 27, 2023

  • make it so greg hint doesn't show up when shopkeepers say "Thanks a lot!" (buying refills after already having the item)
  • fix RSK parsing so we don't try to parse all off/on options as keyrings
  • remove a little copypasta in RSK parsing

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@Archez Archez left a comment

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Oh gosh.. I messed that up big time. Thanks for catching 😅

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@aMannus aMannus left a comment

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Couple of questions about the text ID's that are used here.

Comment on lines +109 to +114
// greg hint, we set it to 0x6E instead
if (gSaveContext.n64ddFlag && Randomizer_GetSettingValue(RSK_GREG_HINT)) {
this->actor.textId = 0x6E;
} else {
this->actor.textId = 0x84; //Thanks a lot! (Lost)
}
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What does the '0x6E' text ID correspond to? Is it an unused text ID?

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0x6E is the text ID for talking to the treasure shop guy after winning the game, it's used on line 100

0x704C is the text ID for talking to the treasure shop guy after buying a key but before going into the game

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I think I would've preferred a check for the treasure chest room ID inside OTRGlobals.cpp so all the checks for it would be in one file, but it's not a big deal overall. Thanks for the explanation.

} else if (Randomizer_GetSettingValue(RSK_GREG_HINT) && (textId == 0x704C || textId == 0x6E || textId == 0x84)) {
} else if (Randomizer_GetSettingValue(RSK_GREG_HINT) && (textId == 0x704C || textId == 0x6E)) {
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I see there's 2 text ID's here, what's the difference between the 2?

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I see there's 2 text ID's here, what's the difference between the 2?

They're both for the treasure minigame NPC
704C is the "with that key you can xxxx"
6E is the you're a good gambler

@briaguya-ai briaguya-ai merged commit 061e232 into HarbourMasters:develop Feb 28, 2023
@briaguya-ai briaguya-ai deleted the fix-greg-hint branch March 1, 2023 08:05
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5 participants