GetForCurrentLanguage() defaults to MF_FORMATTED, appending MESSAGE_END (\x02) to output string
Revert using hint name for items in shops. Other merchants return GetHintMessage directly
Separate options for Icicles (stalagmites and stalactites) and Red Ice. Icicles drop an item when broken and red ice gives an item when melted.
CMC options for icicles were more limited - the particle effect strobes because there are too many icicles in certain rooms. This currently uses Dampe's halo centered around the tips, which are visible for both types, but model replacement could be used here if a set was made.
Add explicit alt prefix checking to animation loading
Makes ResourceMgr_LoadAnimByName alt-toggleable this will work for Link and any other animations files
- Visible Collision added to more Skulls in Crates for consistency with similar situations
- Visible Collision added to chests in crates in MQ fire and for more ways to hit the switch in MQ fire Lizalfos maze
- Allow any jumpslash to break the pot in red ice in ice cavern with visible collision.
- Add Visible Collision as a way to get the gold skull token in the rubble in 4F Gibdo room in MQ shadow
- Turns out, while you take fall damage if you backflip onto a building from GF above jail, the floor is perfectly fine.
- Granny's shop forgot to check the price of the item being sold for wallets.
Introduces the basis for a language system to allow the UI to be translated to any language and/or have the text changed by mods.
A lot of things would require more work but, for a proof of concept, this PR makes all randomizer trick names & descriptions translatable (currently not re-loadable at runtime as that would require deeper changes and this is already merge conflict hell every time a trick is touched).
The system works by passing it a "translation path" which is resolved in the .json including object indentation. If the resulting json object is a list of strings, instead of a string, they get concatenated (purely for organization/QoL).