Upgrades Custom Messages to Hooks and ShipInit (#5101)

Defines the hook for OnTextLoad. Intercepts message loading with hooks. Adds file to handle the CustomMessage creation for items.

Handles Ice Traps, Triforce Pieces, and Custom Items. Handle maps, compasses, and keys

Converts gossip stone hints to hook. Handle one-off merchant messages. Convert scrubs and shop text and remove now-unused code

Convert Sheik and Ganondorf hint text. Convert skulltula people messages. Convert more static hints

Specifically Dampe, Greg, Warp Songs, Frogs, Loach, Fishing Pole, and Saria

Convert Biggoron Hint. Convert Big Poes hint. Convert Anju hint dialogue. Convert Malon hint. Convert Horseback Archery hints. Convert Mask Shop SIgn hint

Convert Lake Hylia Switch related text. Convert Shooting Gallery bow reminder message

Convert random rupee names. Convert Rando-Relevant Navi Enhancement. Convert Random Goron messages

Convert Injecting Skull token counts. Add in a way to AutoFormat with an item icon.. Fix some errors with skull tokens and apply icon

Convert heart container item counts. Convert Inject Item Count for Heart Pieces. Port Better Bombchu Shopping. Convert Market Sneak

Port Quit Fishing At Door and clean up unused stuff. Reintroduce missing Mysterious warp song hint

Make ShipInitFuncs static

Adds and uses per-item articles for get item messages

Fix Entrance Hints and port toggle from dev-copper
This commit is contained in:
Christopher Leggett
2026-01-15 20:57:13 +00:00
committed by GitHub
parent c43139ebd6
commit 7b3efb1e7b
38 changed files with 2753 additions and 2802 deletions

View File

@@ -2713,6 +2713,9 @@ void Message_OpenText(PlayState* play, u16 textId) {
Font* font = &msgCtx->font;
s16 textBoxType;
bool loadFromMessageTable = true;
GameInteractor_ExecuteOnOpenText(&textId, &loadFromMessageTable);
sDisplayNextMessageAsEnglish = false;
if (msgCtx->msgMode == MSGMODE_NONE) {
@@ -2782,7 +2785,8 @@ void Message_OpenText(PlayState* play, u16 textId) {
gSaveContext.eventInf[0] = gSaveContext.eventInf[1] = gSaveContext.eventInf[2] = gSaveContext.eventInf[3] = 0;
}
if (CustomMessage_RetrieveIfExists(play)) {
// RANDOTODO: Use this for ice trap messages
if (!loadFromMessageTable) {
osSyncPrintf("Found custom message");
if (gSaveContext.language == LANGUAGE_JPN) {
sDisplayNextMessageAsEnglish = true;