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[Enhancement] Add Gibdo Trade Sequence Options #917

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@zodiac-ill zodiac-ill commented Jan 2, 2025

Add options to the Gibdo trade sequence beneath the well in Ikana.

  • Vanilla: Gibdo trade sequence works normally
  • MM3D: Gibdos will only require (and take) one of the item they request, as in MM3D. Additionally, the Gibdo that requests a blue potion will also accept a red potion.
  • No Trade: Gibdos will not require or take any items. They will disappear without requiring a trade.

Build Artifacts

@zodiac-ill zodiac-ill force-pushed the gibdo-trade-sequence-options branch 2 times, most recently from b18ba05 to 80cd83c Compare January 9, 2025 16:44
@zodiac-ill zodiac-ill force-pushed the gibdo-trade-sequence-options branch 5 times, most recently from 283faf5 to 3503f46 Compare January 18, 2025 17:35
@zodiac-ill zodiac-ill force-pushed the gibdo-trade-sequence-options branch 2 times, most recently from fd531ba to b85f7a7 Compare January 24, 2025 21:12
@zodiac-ill zodiac-ill force-pushed the gibdo-trade-sequence-options branch from b85f7a7 to 64d4960 Compare January 25, 2025 18:24
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@garrettjoecox garrettjoecox left a comment

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Solid job! Sorry it's taken a minute to get you some feedback.

So for the most part you nailed it with using GameInteractor_Should in places to branch into custom behavior, with the main exception that you should introduce that behavior outside of the original source.

So instead of

if (GameInteractor_Should(VB_..., true)) {
    // Original Stuff
} else {
    // Custom Stuff
}

In your file, where you set *should = false; is where the custom stuff should belong.

The other part is I'd like to not add new values to the EnTalkGibudRequestedItemIndex enum and sRequestedItemTable. Let me know if you run into trouble with this and I can try and figure something out.

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When you get the chance, please review revised commit

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2 participants