[Difficulty Enhancement] Tree Stick Drops (#3171)

* Tree Stick Drops

* Removed Unneeded i

* formatting blunder

* Stick Lottery

* Change rand functions

---------

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
This commit is contained in:
Patrick12115 2023-09-14 22:52:14 -04:00 committed by GitHub
parent 3116a9c8b5
commit 0132d3b5e2
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 12 additions and 2 deletions

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@ -652,6 +652,8 @@ void DrawEnhancementsMenu() {
UIWidgets::PaddedEnhancementCheckbox("Enable Bombchu Drops", "gBombchuDrops", true, false, UIWidgets::PaddedEnhancementCheckbox("Enable Bombchu Drops", "gBombchuDrops", true, false,
forceEnableBombchuDrops, forceEnableBombchuDropsText, UIWidgets::CheckboxGraphics::Checkmark); forceEnableBombchuDrops, forceEnableBombchuDropsText, UIWidgets::CheckboxGraphics::Checkmark);
UIWidgets::Tooltip("Bombchus will sometimes drop in place of bombs"); UIWidgets::Tooltip("Bombchus will sometimes drop in place of bombs");
UIWidgets::PaddedEnhancementCheckbox("Trees Drop Sticks", "gTreeStickDrops", true, false);
UIWidgets::Tooltip("Bonking into trees will have a chance to drop up to 3 sticks. Must already have obtained sticks.");
UIWidgets::PaddedEnhancementCheckbox("No Heart Drops", "gNoHeartDrops", true, false); UIWidgets::PaddedEnhancementCheckbox("No Heart Drops", "gNoHeartDrops", true, false);
UIWidgets::Tooltip("Disables heart drops, but not heart placements, like from a Deku Scrub running off\nThis simulates Hero Mode from other games in the series"); UIWidgets::Tooltip("Disables heart drops, but not heart placements, like from a Deku Scrub running off\nThis simulates Hero Mode from other games in the series");
UIWidgets::PaddedEnhancementCheckbox("Hyper Bosses", "gHyperBosses", true, false); UIWidgets::PaddedEnhancementCheckbox("Hyper Bosses", "gHyperBosses", true, false);

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@ -1523,7 +1523,7 @@ s16 func_8001F404(s16 dropId) {
if (LINK_IS_ADULT) { if (LINK_IS_ADULT) {
if (dropId == ITEM00_SEEDS) { if (dropId == ITEM00_SEEDS) {
dropId = ITEM00_ARROWS_SMALL; dropId = ITEM00_ARROWS_SMALL;
} else if (dropId == ITEM00_STICK) { } else if ((dropId == ITEM00_STICK) && !(CVarGetInteger("gTreeStickDrops", 0))) {
dropId = ITEM00_RUPEE_GREEN; dropId = ITEM00_RUPEE_GREEN;
} }
} else { } else {

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@ -322,6 +322,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
Vec3f dropsSpawnPt; Vec3f dropsSpawnPt;
s32 i; s32 i;
s32 leavesParams; s32 leavesParams;
s32 numDrops;
// Despawn extra trees in a group if out of range // Despawn extra trees in a group if out of range
if ((this->spawnType == WOOD_SPAWN_SPAWNED) && (this->actor.parent != NULL)) { if ((this->spawnType == WOOD_SPAWN_SPAWNED) && (this->actor.parent != NULL)) {
@ -351,6 +352,12 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
dropsSpawnPt = this->actor.world.pos; dropsSpawnPt = this->actor.world.pos;
dropsSpawnPt.y += 200.0f; dropsSpawnPt.y += 200.0f;
if ((this->unk_14C >= 0) && (this->unk_14C < 0x64) && (CVarGetInteger("gTreeStickDrops", 0)) && !(INV_CONTENT(ITEM_STICK) == ITEM_NONE)) {
(numDrops = (Rand_ZeroOne() * 4));
for (i = 0; i < numDrops; ++i) {
Item_DropCollectible(play, &dropsSpawnPt, ITEM00_STICK);
}
} else {
if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) { if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) {
Item_DropCollectibleRandom(play, &this->actor, &dropsSpawnPt, this->unk_14C << 4); Item_DropCollectibleRandom(play, &this->actor, &dropsSpawnPt, this->unk_14C << 4);
} else { } else {
@ -362,6 +369,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
this->actor.home.rot.z = 0; this->actor.home.rot.z = 0;
} }
} }
}
// Spawn falling leaves // Spawn falling leaves
if (this->unk_14C >= -1) { if (this->unk_14C >= -1) {