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Always use dungeon specific items #3041
Always use dungeon specific items #3041
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In the scenario of OWN_DUNGEON and Boss room shuffle, would we want the keys colored and using dungeon specific text, or are we ok with the generic text/no color? I'm fine either way. If we wanted to make it use color/custom text to avoid confusion, we may have to do an ER and scene check for boss rooms, which adds complexity. |
IMO I don't think it's necessary, and the keytracker will sort out any questions anyway. After #3016 any keys/maps/compasses that end up being the dungeon reward will also have this ... problem? I think the playerbase will get used to it. |
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much cleaner than what was there before! some of the RSK
names sounds a bit odd when reading them with DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON
but that's not an issue.
#define DUNGEON_ITEMS_CAN_BE_OUTSIDE_DUNGEON(randomizerSettingsKey) \ | ||
(Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_STARTWITH && \ | ||
Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_VANILLA && \ | ||
Randomizer_GetSettingValue(randomizerSettingsKey) != RO_DUNGEON_ITEM_LOC_OWN_DUNGEON) |
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beautiful! explicit and descriptive!
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Need this for #3016
This makes it to where we are always using dungeon specific item IDs in rando, rather than optionally based on settings.
We're now optionally rendering the message and key colors depending on those settings.
This allows us to give dungeon items outside of their dungeon scene (necessary for boss entrance rando and upcoming dungeon reward changes in #3016)
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