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  • Multiworld WatcherMultiworld Watcher
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  • #82
Closed
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Issue created Aug 21, 2022 by Adam "MrBond" Ziegler@MrBondOwner

Refactor: item threshold handling

Individual items (and groups) can have a threshold to control displayed priority based on the count received.

Consider supporting additional priority thresholds applicable to groups only:

  • Comparative: an item has a certain value; when an item of that group is received with a higher value, or a lower value, show related priorities. e.g., armor or weapon groups that are not inherently progressive (or progressive items are turned off) - like ALttP swords
    • Added property per item: value
    • Added property per group: current value
  • Cumulative: an item has a certain value; each item received in that group increments the total group value; set thresholds as normal to show related priorities. e.g., currency pickups that may be split across multiple distinct items - like ALttP needing ~700 rupees to cover bottle vendor, King Zora, various minigames; Rogue Legacy needing ~40k for all Manor renovation checks
    • Added property per item: value
    • Added property per group: aggregate value

Needs more thought: how multiple groups (see #52), existing threshold implementation may conflict

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