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Inventory Editor Ok and Documented (z_kaleido_debug.c) (#954)
* Match Debug Menu * Many docs and discussions * Missed one * A bit more * More PR Suggestions * phrasing * hex health * Fix
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@@ -2,7 +2,7 @@
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#include "interface/parameter_static/parameter_static.h"
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#include "interface/do_action_static/do_action_static.h"
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#include "misc/story_static/story_static.h"
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#include "overlays/gamestates/ovl_file_choose/z_file_choose.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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typedef struct {
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/* 0x00 */ u8 scene;
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@@ -330,9 +330,9 @@ u8 Item_Give(PlayState* play, u8 item) {
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return ITEM_NONE;
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} else if ((item == ITEM_HEART_PIECE_2) || (item == ITEM_HEART_PIECE)) {
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gSaveContext.save.inventory.questItems += (1 << QUEST_HEART_PIECE_COUNT);
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if ((gSaveContext.save.inventory.questItems & 0xF0000000) == (4 << QUEST_HEART_PIECE_COUNT)) {
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gSaveContext.save.inventory.questItems ^= (4 << QUEST_HEART_PIECE_COUNT);
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INCREMENT_QUEST_HEART_PIECE_COUNT;
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if (EQ_MAX_QUEST_HEART_PIECE_COUNT) {
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RESET_HEART_PIECE_COUNT;
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gSaveContext.save.playerData.healthCapacity += 0x10;
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gSaveContext.save.playerData.health += 0x10;
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}
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@@ -989,7 +989,7 @@ void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 btn) {
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Interface_LoadItemIconImpl(play, btn);
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play->pauseCtx.cursorItem[PAUSE_0] = item;
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play->pauseCtx.cursorItem[PAUSE_ITEM] = item;
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gSaveContext.buttonStatus[btn] = BTN_ENABLED;
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if (item == ITEM_HOT_SPRING_WATER) {
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