Fix Skull Tokens from Chests locking you in place#5198
Fix Skull Tokens from Chests locking you in place#5198aMannus merged 3 commits intoHarbourMasters:developfrom
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Does this still work when tokens aren't shuffled then? Because the item queue doesn't really care where the tokens come from, which is different from before the item queue was introduced. Also if this is the way we want to temporarily solve it, we should add to the tooltip for inject skulltulla counts that it's enabled by default for rando. |
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I actually went ahead and just did the proper thing. The more I thought about it the more I realized I could just do the loading vanilla messages into a Custom Message thing without all the extra stuff from my Custom Message Hooks branch. So currently this now has everything it needs to load the vanilla message, insert the autodismiss codes when needed (i.e. tokens aren't shuffled and no skulltula freeze is on), and also prevent unshuffled tokens from going through the item queue system in rando (Currently unshuffled tokens are still going through the item pool and all the rando stuff, since they needed to be there for logic, so I had to add in an exception to them going through the item queue system). Still lots of room for improvement here post 9.0 once Actor Extensions and Custom Message Hooks branches are in (specifically I can think of a few ways to signal to the game using Actor Extensions that the item we're getting is from a skulltula so it can do all this for any item that came from a skulltula location), but this should suffice to fix the linked issue for now. |
This is a quick fix, the proper fix would require a bit much to be able to get in before 9.0, and there's already a lot of work towards that happening in PR #5101, in which I will be able to load the vanilla message into a Custom Message and edit it there. That is much harder to do without the other changes made already in that PR, so for now I have the Inject Item Count behavior forced on in rando, which was already set to force the no-freeze message in rando if skull tokens were shuffled, but that code path wasn't getting hit before if Inject Item Counts was off.
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