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fixed an issue where the player could go in the negatives when browsing the shop menu
added reference to harmonylib
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I buckled down and removed harmony patching. this is now closer to your workflow :P
OptionsMenuScreen.cs : QoL menu button
GameSettingsScreen.cs : QoL menu detection and initialization
QoLSettingsMenu.cs : menu building logic
GameplayScreen.cs : cutscene and dialogue skip as well as stack cap
ItemManipulator.cs : stack cap on item pickup
ShopMenuScreen.cs : stack cap in shop
ToastPopupScreen.cs : toast speed and movement block
Screen.cs : added HandleInput(InputState input) as a virtual method to the base Screen class, mirroring the existing Update virtual method, so derived screens can hook into the input handling phase.
ScreenManager.cs: updated UpdateScreens to call screen.HandleInput(input) before screen.Update so hooked screens can respond to input in the same frame as the game's own input processing.
currently 1 issue i need to quash is this: waze3174#1
due to the way the stack cap is hardcoded in the shop, the solution i came up with was to check every frame if the player tried to advance past 9. and let them according to stack cap parameters. and vice versa when decrementing back to 9
but what i did caused the listed issues to crop up. i managed to fix the negative count pretty easily. but purchasing when above 9 of a given item is very difficult