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| if (!showHidden && hideJunk && (status == RCSHOW_SEEN || status == RCSHOW_IDENTIFIED || status == RCSHOW_SCUMMED) && |
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I would suggest leaving seen out of these evaluations, since what you see isn't always what you would get. Identified, at least, should be what a person actually will get, so that would be safe to hide.
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Are ice traps considered junk? If not, this is fine imo as there's no way for a junk item to turn into a non-junk item or vice versa. If so, I should fix that.
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All ice traps originally show as major items, since they can only pretend to be major items. The only time this can be circumvented is when their names give them away, which is why identified existed as a state in the first place (primarily for shops/merchants).
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However, I don't know if you can automatically hide ice traps even once identified and still be within the "tracker gives no information the player wouldn't know" paradigm...
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I think the fix here is to not auto hide ice traps, otherwise autoskip on shop junk would be nice
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Yeah, now that I think about it, ice traps really are the only thing that need to be exempted (I had to work around ice traps elsewhere in code, I think specifically in the shop interactions with the tracker). Pretty sure they count as junk in code. Otherwise, seen should be enough for junk.
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After added thought, perhaps this should be an autoskip option instead? Or does hiding them change the area check totals? |
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I'm not sure, the code is pretty complex and, due to that, I just took the first path that worked. |
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Oh, you know what, does hiding Seen or Identified affect the counts? If not, then this doesn't have to. |
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Would you resolve the merge conflicts so I can get a fresh build? |
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Fixed the merge conflicts. |
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Just tested this and it seems to be non-functional |
Add an option to hide known junk in the check tracker
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