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[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>
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@ -652,6 +652,8 @@ void DrawEnhancementsMenu() {
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UIWidgets::PaddedEnhancementCheckbox("Enable Bombchu Drops", "gBombchuDrops", true, false,
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UIWidgets::PaddedEnhancementCheckbox("Enable Bombchu Drops", "gBombchuDrops", true, false,
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forceEnableBombchuDrops, forceEnableBombchuDropsText, UIWidgets::CheckboxGraphics::Checkmark);
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forceEnableBombchuDrops, forceEnableBombchuDropsText, UIWidgets::CheckboxGraphics::Checkmark);
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UIWidgets::Tooltip("Bombchus will sometimes drop in place of bombs");
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UIWidgets::Tooltip("Bombchus will sometimes drop in place of bombs");
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UIWidgets::PaddedEnhancementCheckbox("Trees Drop Sticks", "gTreeStickDrops", true, false);
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UIWidgets::Tooltip("Bonking into trees will have a chance to drop up to 3 sticks. Must already have obtained sticks.");
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UIWidgets::PaddedEnhancementCheckbox("No Heart Drops", "gNoHeartDrops", true, false);
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UIWidgets::PaddedEnhancementCheckbox("No Heart Drops", "gNoHeartDrops", true, false);
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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");
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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");
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UIWidgets::PaddedEnhancementCheckbox("Hyper Bosses", "gHyperBosses", true, false);
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UIWidgets::PaddedEnhancementCheckbox("Hyper Bosses", "gHyperBosses", true, false);
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@ -1523,7 +1523,7 @@ s16 func_8001F404(s16 dropId) {
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if (LINK_IS_ADULT) {
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if (LINK_IS_ADULT) {
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if (dropId == ITEM00_SEEDS) {
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if (dropId == ITEM00_SEEDS) {
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dropId = ITEM00_ARROWS_SMALL;
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dropId = ITEM00_ARROWS_SMALL;
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} else if (dropId == ITEM00_STICK) {
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} else if ((dropId == ITEM00_STICK) && !(CVarGetInteger("gTreeStickDrops", 0))) {
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dropId = ITEM00_RUPEE_GREEN;
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dropId = ITEM00_RUPEE_GREEN;
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}
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}
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} else {
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} else {
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@ -322,6 +322,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
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Vec3f dropsSpawnPt;
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Vec3f dropsSpawnPt;
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s32 i;
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s32 i;
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s32 leavesParams;
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s32 leavesParams;
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s32 numDrops;
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// Despawn extra trees in a group if out of range
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// Despawn extra trees in a group if out of range
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if ((this->spawnType == WOOD_SPAWN_SPAWNED) && (this->actor.parent != NULL)) {
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if ((this->spawnType == WOOD_SPAWN_SPAWNED) && (this->actor.parent != NULL)) {
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@ -351,6 +352,12 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
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dropsSpawnPt = this->actor.world.pos;
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dropsSpawnPt = this->actor.world.pos;
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dropsSpawnPt.y += 200.0f;
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dropsSpawnPt.y += 200.0f;
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if ((this->unk_14C >= 0) && (this->unk_14C < 0x64) && (CVarGetInteger("gTreeStickDrops", 0)) && !(INV_CONTENT(ITEM_STICK) == ITEM_NONE)) {
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(numDrops = (Rand_ZeroOne() * 4));
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for (i = 0; i < numDrops; ++i) {
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Item_DropCollectible(play, &dropsSpawnPt, ITEM00_STICK);
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}
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} else {
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if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) {
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if ((this->unk_14C >= 0) && (this->unk_14C < 0x64)) {
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Item_DropCollectibleRandom(play, &this->actor, &dropsSpawnPt, this->unk_14C << 4);
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Item_DropCollectibleRandom(play, &this->actor, &dropsSpawnPt, this->unk_14C << 4);
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} else {
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} else {
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@ -362,6 +369,7 @@ void EnWood02_Update(Actor* thisx, PlayState* play2) {
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this->actor.home.rot.z = 0;
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this->actor.home.rot.z = 0;
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}
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}
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}
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}
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}
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// Spawn falling leaves
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// Spawn falling leaves
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if (this->unk_14C >= -1) {
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if (this->unk_14C >= -1) {
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