... now that's a request. Basically, those are strawberry seeds that are saved in mod session once you collected them. When you die or save & quit, you keep them, and they are persistent across screens.
To trigger the cutscene, vanilla has the strawberry seed check for other seeds when it is collected. Here, the check is reversed: the strawberry checks regularly if the player is followed by enough seeds. That's because not all seeds are on the screen, and you can even have the berry in a room with no seeds.
On the user side, the berry and its seeds are just bound with a name. This name is picked up by the map data processor, and turned into an EntityID that is given to the seed, and a seed count that is given to the berry to make it able to check if all seeds have been collected.
Closes #59.
... now that's a request. Basically, those are strawberry seeds that are saved in mod session once you collected them. When you die or save & quit, you keep them, and they are persistent across screens.
To trigger the cutscene, vanilla has the strawberry seed check for other seeds when it is collected. Here, the check is reversed: the strawberry checks regularly if the player is followed by enough seeds. That's because not all seeds are on the screen, and you can even have the berry in a room with no seeds.
On the user side, the berry and its seeds are just bound with a name. This name is picked up by the map data processor, and turned into an EntityID that is given to the seed, and a seed count that is given to the berry to make it able to check if all seeds have been collected.