@ -3542,21 +3542,21 @@ void DrawRandoEditor(bool& open) {
switch ( CVar_GetS32 ( " gRandomizeForest " , 1 ) ) {
case 1 :
InsertHelpHoverText ( " Mido no longer blocks the path to the Deku Tree \n "
" The Kokiri boy no longer blocks the path \n out of the forest." ) ;
" The Kokiri boy no longer blocks the path out of the forest." ) ;
break ;
case 2 :
InsertHelpHoverText (
" The Kokiri boy no longer blocks the path out of the forest \n Mido "
" still blocks the path to the Deku \n Tree, requiring the Kokiri Sword "
" and a Deku Shield to \n access the Deku Tree." ) ;
" still blocks the path to the Deku Tree, requiring the Kokiri Sword "
" and a Deku Shield to access the Deku Tree." ) ;
break ;
case 0 :
InsertHelpHoverText (
" Beating Deku Tree is logically required to leave \n the forest area "
" (Kokiri Forest / Lo ost Woods / Sacred\n Forest Meadow / Deku Tree) "
" while the Kokiri Sword \n and a Deku Shield are required to access the "
" Deku \n Tree Items needed for this will be guaranteed \n inside the "
" forest area. \n This settin s is incompatible with starting as adult." ) ;
" Beating Deku Tree is logically required to leave the forest area "
" (Kokiri Forest / Lo st Woods / Sacred Forest Meadow / Deku Tree) "
" while the Kokiri Sword and a Deku Shield are required to access the "
" Deku Tree\n Items needed for this will be guaranteed inside the "
" forest area. \n This settin g is incompatible with starting as adult." ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeForest " , randoForest , 3 , 1 ) ;
@ -3566,13 +3566,13 @@ void DrawRandoEditor(bool& open) {
switch ( CVar_GetS32 ( " gRandomizeKakarikoGate " , 0 ) ) {
case 0 :
InsertHelpHoverText (
" The gate and the Happy Mask Shop both remain \n closed until showing "
" Zelda's Letter to the guard \n in Kakariko." ) ;
" The gate and the Happy Mask Shop both remain closed until showing "
" Zelda's Letter to the guard in Kakariko." ) ;
break ;
case 1 :
InsertHelpHoverText (
" The gate is always open instead of needing \n Zelda's Letter.\n The Happy Mask Shop "
" opens upon obtaining \n Zelda's Letter without needing to show \n it to the guard." ) ;
" The gate is always open instead of needing Zelda's Letter.\n The Happy Mask Shop "
" opens upon obtaining Zelda's Letter without needing to show it to the guard." ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeKakarikoGate " , randoKakarikoGate , 2 , 1 ) ;
@ -3583,16 +3583,16 @@ void DrawRandoEditor(bool& open) {
switch ( CVar_GetS32 ( " gRandomizeDoorOfTime " , 0 ) ) {
case 0 :
InsertHelpHoverText (
" The Door of Time starts opened instead of needing \n to play the Song of Time." ) ;
" The Door of Time starts opened instead of needing to play the Song of Time." ) ;
break ;
case 1 :
InsertHelpHoverText (
" Only an Ocarina and the Song of Time need to be \n found to open the Door of Time." ) ;
" Only an Ocarina and the Song of Time need to be found to open the Door of Time." ) ;
break ;
case 2 :
InsertHelpHoverText (
" The Ocarina of Time, the Song of Time and \n all Spiritual Stones need to "
" be found to \n open the Door of Time." ) ;
" The Ocarina of Time, the Song of Time and all Spiritual Stones need to "
" be found to open the Door of Time." ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeDoorOfTime " , randoDoorOfTime , 3 , 0 ) ;
@ -3604,17 +3604,17 @@ void DrawRandoEditor(bool& open) {
case 0 :
InsertHelpHoverText (
" King Zora obstructs the way to Zora's Fountain. \n Ruto's Letter must be "
" shown as child in order to \n move him from both eras." ) ;
" shown as child in order to move him from both eras." ) ;
break ;
case 1 :
InsertHelpHoverText (
" King Zora is always moved in the adult era. \n This means Ruto's Letter is "
" only required to \n access Zora's fountain as child." ) ;
" only required to access Zora's fountain as child." ) ;
break ;
case 2 :
InsertHelpHoverText (
" King Zora starts as moved in both the child and \n adult eras.\n This also "
" removes Ruto's Letter from the \n pool since it can't be used." ) ;
" King Zora starts as moved in both the child and adult eras.\n This also "
" removes Ruto's Letter from the pool since it can't be used." ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeZorasFountain " , randoZorasFountain , 3 , 0 ) ;
@ -3631,9 +3631,9 @@ void DrawRandoEditor(bool& open) {
break ;
case 2 :
InsertHelpHoverText (
" The carpenters are rescued from the start of the \n game and if \" Shuffle "
" Gerudo Card \" is disabled, \n the player starts with the Gerudo Card in "
" the \n inventory allowing access to Gerudo Training \n Grounds." ) ;
" The carpenters are rescued from the start of the game and if \" Shuffle "
" Gerudo Card \" is disabled, the player starts with the Gerudo Card in "
" the inventory allowing access to Gerudo Training Grounds." ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeGerudoFortress " , randoGerudoFortress , 3 , 1 ) ;
@ -3644,41 +3644,40 @@ void DrawRandoEditor(bool& open) {
SohImGui : : EnhancementCombobox ( " gRandomizeRainbowBridge " , randoRainbowBridge , 7 , 3 ) ;
switch ( CVar_GetS32 ( " gRandomizeRainbowBridge " , 3 ) ) {
case 1 :
InsertHelpHoverText ( " The Rainbow Bridge requires Shadow and Spirit \n Medallions as well "
InsertHelpHoverText ( " The Rainbow Bridge requires Shadow and Spirit Medallions as well "
" as Light Arrows. " ) ;
break ;
case 2 :
InsertHelpHoverText ( " The Rainbow Bridge requires collecting a \n configurable number of "
InsertHelpHoverText ( " The Rainbow Bridge requires collecting a configurable number of "
" Spiritual Stones. " ) ;
SohImGui : : EnhancementSliderInt ( " Stone Count: %d " , " ##RandoStoneCount " ,
" gRandomizeStoneCount " , 0 , 3 , " " ) ;
SetLastItemHoverText (
" Sets the number of Spiritual Stones required to \n spawn the Rainbow Bridge." ) ;
" Sets the number of Spiritual Stones required to spawn the Rainbow Bridge." ) ;
break ;
case 3 :
SohImGui : : EnhancementSliderInt ( " Medallion Count: %d " , " ##RandoMedallionCount " ,
" gRandomizeMedallionCount " , 0 , 6 , " " , 6 ) ;
SetLastItemHoverText (
" The Rainbow Bridge requires collecting a \n configurable number of Medallions." ) ;
" The Rainbow Bridge requires collecting a configurable number of Medallions." ) ;
break ;
case 4 :
SohImGui : : EnhancementSliderInt ( " Reward Count: %d " , " ##RandoRewardCount " ,
" gRandomizeRewardCount " , 0 , 9 , " " ) ;
SetLastItemHoverText ( " The Rainbow Bridge requires collecting a \n configurable number of "
SetLastItemHoverText ( " The Rainbow Bridge requires collecting a configurable number of "
" Dungeon Rewards. " ) ;
break ;
case 5 :
SohImGui : : EnhancementSliderInt ( " Dungeon Count: %d " , " ##RandoDungeonCount " ,
" gRandomizeDungeonCount " , 0 , 8 , " " ) ;
SetLastItemHoverText (
" The Rainbow Bridge requires completing a \n configurable number of "
" Dungeons. \n \n Dungeons "
" are considered complete when Link steps \n into the blue warp at the end of them. " ) ;
" The Rainbow Bridge requires completing a configurable number of Dungeons. \n Dungeons "
" are considered complete when Link steps into the blue warp at the end of them. " ) ;
break ;
case 6 :
SohImGui : : EnhancementSliderInt ( " Token Count: %d " , " ##RandoTokenCount " ,
" gRandomizeTokenCount " , 0 , 100 , " " ) ;
SetLastItemHoverText ( " The Rainbow Bridge requires collecting a \n configurable number of "
SetLastItemHoverText ( " The Rainbow Bridge requires collecting a configurable number of "
" Gold Skulltula Tokens. " ) ;
break ;
}
@ -3687,17 +3686,17 @@ void DrawRandoEditor(bool& open) {
// Random Ganon's Trials
/*
ImGui : : Text ( " Random Ganon's Trials " ) ;
InsertHelpHoverText ( " Sets a random number or required trials to enter \n Ganon's Tower." ) ;
InsertHelpHoverText ( " Sets a random number or required trials to enter Ganon's Tower." ) ;
SohImGui : : EnhancementCombobox ( " gRandomizeGanonTrial " , randoGanonsTrial , 2 , 0 ) ;
if ( CVar_GetS32 ( " gRandomizeGanonTrial " , 0 ) = = 0 ) {
*/
//SohImGui::EnhancementSliderInt("Ganon's Trial Count: %d", "##RandoTrialCount",
// "gRandomizeGanonTrialCount", 0, 6, "");
//InsertHelpHoverText("Set the number of trials required to enter \n Ganon's Tower.");
//InsertHelpHoverText("Set the number of trials required to enter Ganon's Tower.");
// RANDTODO: Switch back to slider when pre-completing some of Ganon's Trials is properly implemnted.
SohImGui : : EnhancementCheckbox ( " Skip Ganon's Trials " , " gRandomizeGanonTrialCount " ) ;
InsertHelpHoverText (
" Sets whether or not Ganon's Castle Trials are required \n to enter Ganon's Tower." ) ;
" Sets whether or not Ganon's Castle Trials are required to enter Ganon's Tower." ) ;
// }
ImGui : : Separator ( ) ;
@ -3716,9 +3715,9 @@ void DrawRandoEditor(bool& open) {
// Starting Age
// ImGui::Text("Starting Age");
// InsertHelpHoverText(
// "Choose which age Link will start as.\n \n Starting as adult means you start with the "
// "Master \nSword "
// " in your inventory.\n\nOnly the child option is compatible with Closed\n Forest.");
// "Choose which age Link will start as.\n Starting as adult means you start with the "
// "Master Sword in your inventory.\nOnly the child option is compatible with "
// " Closed Forest.");
// SohImGui::EnhancementCombobox("gRandomizeStartingAge", randoStartingAge, 3, 0);
// ImGui::Separator();
@ -3726,31 +3725,26 @@ void DrawRandoEditor(bool& open) {
// Shuffle Entrances
// ImGui::Text("Shuffle Entrances");
// InsertHelpHoverText("Shuffle where the entrances between areas lead to.\n"
// "If turned on, select which kinds of entrances you \n "
// "want shuffled in the options below. Note that some\n "
// "types of entrances can have widly varying \n generation times.");
// "If turned on, select which kinds of entrances you "
// "want shuffled in the options below. \n Note that some "
// "types of entrances can have widly varying generation times.");
// SohImGui::EnhancementCombobox("gRandomizeShuffleEntrances", randoShuffleEntrances, 2, 0);
// if (CVar_GetS32("gRandomizeShuffleEntrances", 0) == 1) {
// ImGui::Indent();
// ImGui::Text("Shuffle Dungeons Entrances");
// InsertHelpHoverText(
// "Shuffle the pool of dungeon entrances, including\nBottom of the Well, Ice caven and "
// "Gerudo\n"
// "Training Grounds However, Ganon's Caslte is not\nshuffled.\n\nAdditionally, the "
// "entrance "
// "of "
// "Deku Tree, Fire\nTemple and Bottom of the Well are opened for both\nadult and child.");
// "Shuffle the pool of dungeon entrances, including Bottom of the Well, Ice Cavern and "
// "Gerudo Training Grounds\nGanon's Castle is not shuffled.\nAdditionally, the entrance "
// "of Deku Tree, Fire Temple and Bottom of the Well are open for both adult and child.");
// SohImGui::EnhancementCombobox("gRandomizeShuffleDungeonsEntrances",
// randoShuffleDungeonsEntrances, 2, 0);
// ImGui::Text("Shuffle Overworld Entrances");
// InsertHelpHoverText(
// "Shuffle the pool of Overworld entrances, which\ncorresponds to almost all loading "
// "zones "
// "between\nOverworld areas.\n\nSome entrances are unshuffled to avoid issues:\n- Hyrule "
// "Castle "
// "Courtyard and Garden entrance\n- Both Market Back Alley entrances\n- Gerudo Valley to "
// "Lake "
// "Hylia (unless entrances\nare decoupled).");
// "Shuffle the pool of Overworld entrances, which corresponds to almost all loading "
// "zones between Overworld areas.\nSome entrances are unshuffled to avoid issues:\n"
// "- Hyrule Castle Courtyard and Garden entrance\n"
// "- Both Market Back Alley entrances\n"
// "- Gerudo Valley to Lake Hylia (unless entrances are decoupled)");
// SohImGui::EnhancementCombobox("gRandomizeShuffleOverworldEntrances",
// randoShuffleOverworldEntrances, 2, 0);
// ImGui::Text("Shuffle Interiors Entrances");
@ -3759,8 +3753,8 @@ void DrawRandoEditor(bool& open) {
// randoShuffleInteriorsEntrances, 2, 0);
// ImGui::Text("Shuffle Grottos Entrances");
// InsertHelpHoverText(
// "Shuffle the pool of grotto entrances, including \n all graves, small Fairy "
// "fountains and the Lost \n Woods Stage.");
// "Shuffle the pool of grotto entrances, including all graves, small Fairy "
// "fountains and the Lost Woods Stage.");
// SohImGui::EnhancementCombobox("gRandomizeShuffleGrottosEntrances",
// randoShuffleGrottosEntrances, 2, 0);
// ImGui::Unindent();
@ -3771,9 +3765,8 @@ void DrawRandoEditor(bool& open) {
// Bombchus in Logic
// ImGui::Text("Bombchus in Logic");
// InsertHelpHoverText(
// "Bombchus are properly considered in logic.\nThey can be replenished in shops "
// "or trough\nbombchu "
// "drops, if those are enabled.\nBombchu Bowling is opened by bombchus.");
// "Bombchus are properly considered in logic.\nThey can be replenished in shops or "
// "through bombchu drops, if those are enabled.\nBombchu Bowling is opened by bombchus.");
// SohImGui::EnhancementCombobox("gRandomizeBombchusInLogic", randoBombchusInLogic, 3, 0);
// ImGui::Separator();
@ -3783,17 +3776,17 @@ void DrawRandoEditor(bool& open) {
// switch (CVar_GetS32("gRandomizeAmmoDrops", 0)) {
// case 0:
// InsertHelpHoverText(
// "Bombs, arrows, seeds, nuts, sticks and \n magic jars appear as normal.\n"
// "Bombs, arrows, seeds, nuts, sticks and magic jars appear as normal.\n"
// "Bombchus can sometimes replace bomb drops.");
// break;
// case 1:
// InsertHelpHoverText(
// "All ammo drops will be replaced by blue rupees, \n except for Deku Sticks.\n"
// "All ammo drops will be replaced by blue rupees, except for Deku Sticks.\n"
// "Ammo upgrades will only refill ammo by 10 units.");
// break;
// case 2:
// InsertHelpHoverText(
// "Bombs, arrow, seeds, nuts, sticks and \n magic jars appear as normal.");
// "Bombs, arrow, seeds, nuts, sticks and magic jars appear as normal.");
// break;
// }
// SohImGui::EnhancementCombobox("gRandomizeAmmoDrops", randoAmmoDrops, 3, 0);
@ -3843,20 +3836,19 @@ void DrawRandoEditor(bool& open) {
switch ( CVar_GetS32 ( " gRandomizeShuffleDungeonReward " , 0 ) ) {
case 0 :
InsertHelpHoverText (
" Medallions and Spiritual Stones will be given as \n rewards for beating "
" dungeons. \n \n This "
" setting will force Link's Pocket to be a \n Medallion or a Spiritual Stone. " ) ;
" Medallions and Spiritual Stones will be given as rewards for beating dungeons. \n "
" This setting will force Link's Pocket to be a Medallion or a Spiritual Stone. " ) ;
break ;
case 1 :
InsertHelpHoverText (
" Medallions and Spiritual Stones can only appear \n inside of dungeons." ) ;
" Medallions and Spiritual Stones can only appear inside of dungeons." ) ;
break ;
case 2 :
InsertHelpHoverText (
" Medallions and Spiritual Stones can only appear \n outside dungeons." ) ;
" Medallions and Spiritual Stones can only appear outside dungeons." ) ;
break ;
case 3 :
InsertHelpHoverText ( " Medallions and Spiritual Stones can appear \n anywhere." ) ;
InsertHelpHoverText ( " Medallions and Spiritual Stones can appear anywhere." ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeShuffleDungeonReward " , randoShuffleDungeonRewards , 4 ,
@ -3869,16 +3861,16 @@ void DrawRandoEditor(bool& open) {
// ImGui::Text("Link's Pocket");
// switch (CVar_GetS32("gRandomizeLinksPocket", 0)) {
// case 0:
// InsertHelpHoverText("Link will start with a Dungeon Reward in his \n inventory.");
// InsertHelpHoverText("Link will start with a Dungeon Reward in his inventory.");
// break;
// case 1:
// InsertHelpHoverText("Link will receive a random advancement item at the \n beginning "
// InsertHelpHoverText("Link will receive a random advancement item at the beginning "
// "of the playtrough.");
// break;
// case 2:
// InsertHelpHoverText(
// "Link will recieve a random item from the item pool \n at the beginning "
// "of the playthrough t .");
// "Link will recieve a random item from the item pool at the beginning "
// "of the playthrough .");
// break;
// case 3:
// InsertHelpHoverText("Link will start with a very useful green rupee.");
@ -3893,16 +3885,15 @@ void DrawRandoEditor(bool& open) {
ImGui : : Text ( " Shuffle Songs " ) ;
switch ( CVar_GetS32 ( " gRandomizeShuffleSongs " , 0 ) ) {
case 0 :
InsertHelpHoverText ( " Songs will only appear at locations that normally \n teach songs." ) ;
InsertHelpHoverText ( " Songs will only appear at locations that normally teach songs." ) ;
break ;
case 1 :
InsertHelpHoverText ( " Songs appear at the end of dungeons. \n For major dungeons, they "
" will be at the boss "
" heart container location. \n The remaining 4 songs are placed "
" at: \n - Zelda's Lullaby "
" location \n - Ice Cavern's Serenade of Water Location \n - Bottom of "
" the Well's Lens of "
" Truth Location \n - Gerudo Training Ground's Ice Arrow Location. " ) ;
" will be at the boss heart container location. \n The remaining 4 "
" songs are placed at: \n - Zelda's Lullaby location \n "
" - Ice Cavern's Serenade of Water Location \n "
" - Bottom of the Well's Lens of Truth Location \n "
" - Gerudo Training Ground's Ice Arrow Location. " ) ;
break ;
case 2 :
InsertHelpHoverText ( " Songs can appear in any location " ) ;
@ -3919,32 +3910,32 @@ void DrawRandoEditor(bool& open) {
// InsertHelpHoverText("All shop items will be the same as vanilla.");
// break;
// case 1:
// InsertHelpHoverText("Vanilla shop items will be shuffled among \n different shops.");
// InsertHelpHoverText("Vanilla shop items will be shuffled among different shops.");
// break;
// case 2:
// InsertHelpHoverText(
// "Vanilla shop items will be shuffled among different shops, and each "
// "shop will contain \n 1 non-vanilla shop item.");
// "shop will contain 1 non-vanilla shop item.");
// break;
// case 3:
// InsertHelpHoverText(
// "Vanilla shop items will be shuffled among different shops, and each "
// "shop will contain \n 2 non-vanilla shop items.");
// "shop will contain 2 non-vanilla shop items.");
// break;
// case 4:
// InsertHelpHoverText(
// "Vanilla shop items will be shuffled among different shops, and each "
// "shop will contain \n 3 non-vanilla shop items.");
// "shop will contain 3 non-vanilla shop items.");
// break;
// case 5:
// InsertHelpHoverText(
// "Vanilla shop items will be shuffled among different shops, and each "
// "shop will contain \n 4 non-vanilla shop items.");
// "shop will contain 4 non-vanilla shop items.");
// break;
// case 6:
// InsertHelpHoverText(
// "Vanilla shop items will be shuffled among different shops, and each "
// "shop will contain \n 1 to 4 non-vanilla shop items.");
// "shop will contain 1 to 4 non-vanilla shop items.");
// break;
// }
// SohImGui::EnhancementCombobox("gRandomizeShopsanity", randoShopsanity, 7, 0);
@ -3959,16 +3950,15 @@ void DrawRandoEditor(bool& open) {
// break;
// case 1:
// InsertHelpHoverText(
// "This only shuffles 65 location that are\nwithing dungeons, increasing the value "
// "of "
// "most\ndungeons and making internal dungeon exploration\nmore diverse.");
// "This only shuffles 65 location that are within dungeons, increasing the value "
// "of most dungeons and making internal dungeon exploration more diverse.");
// break;
// case 2:
// InsertHelpHoverText(
// "This only shuffles the 65 locations that are \n outside of dungeons.");
// "This only shuffles the 65 locations that are outside of dungeons.");
// break;
// case 3:
// InsertHelpHoverText("Effectively adds 100 new locations for items to \n appear.");
// InsertHelpHoverText("Effectively adds 100 new locations for items to appear.");
// break;
// }
// SohImGui::EnhancementCombobox("gRandomizeTokensanity", randoTokensanity, 4, 0);
@ -3980,15 +3970,15 @@ void DrawRandoEditor(bool& open) {
// switch (CVar_GetS32("gRandomizeShuffleScrubs", 0)) {
// case 0:
// InsertHelpHoverText(
// "Only the 3 Scrubs that give one-time items in the \n vanilla game (PoH, "
// "Deku Nut capacity, and Deku \n Stick capacity) will have random items.");
// "Only the 3 Scrubs that give one-time items in the vanilla game (PoH, "
// "Deku Nut capacity, and Deku Stick capacity) will have random items.");
// break;
// case 1:
// InsertHelpHoverText("All Scrub prices will be reduced to 10 rupees each.");
// break;
// case 2:
// InsertHelpHoverText("All Scrub prices will be their vanilla prices.\nThis will require "
// "spending over 1000 rupees on \nS rubs.");
// "spending over 1000 rupees on Sc rubs.");
// break;
// case 3:
// InsertHelpHoverText("All Scrub prices will be between 0 to 95 rupees.\nThis will on "
@ -4002,16 +3992,16 @@ void DrawRandoEditor(bool& open) {
// // Shuffle Cows
// ImGui::Text("Shuffle Cows");
// InsertHelpHoverText(
// "Enabling this will let cows give you items upon \n performing Epona's Song in "
// "front of them. There \n are 9 cows.");
// "Enabling this will let cows give you items upon performing Epona's Song in "
// "front of them. There are 9 cows.");
// SohImGui::EnhancementCombobox("gRandomizeShuffleCows", randoShuffleCows, 2, 0);
// ImGui::Separator();
if ( CVar_GetS32 ( " gRandomizeStartingKokiriSword " , 0 ) = = 0 ) {
// Shuffle Kokiri Sword
ImGui : : Text ( " Shuffle Kokiri Sword " ) ;
InsertHelpHoverText ( " Enabling this shuffles the Kokiri Sword into the item pool. \n \n This will "
" require extensive use of sticks until \n the sword is found." ) ;
InsertHelpHoverText ( " Enabling this shuffles the Kokiri Sword into the item pool. \n This will "
" require extensive use of sticks until the sword is found." ) ;
SohImGui : : EnhancementCombobox ( " gRandomizeShuffleKokiriSword " , randoShuffleKokiriSword , 2 , 0 ) ;
ImGui : : Separator ( ) ;
}
@ -4019,9 +4009,9 @@ void DrawRandoEditor(bool& open) {
if ( CVar_GetS32 ( " gRandomizeStartingOcarina " , 0 ) = = 0 ) {
// Shuffle Ocarinas
ImGui : : Text ( " Shuffle Ocarinas " ) ;
InsertHelpHoverText ( " Enabling this shuffles the Fairy Ocarina and the \n Ocarina of time into "
" the item pool. \n \n This "
" will require finding an Ocarina before being\n able to play songs." ) ;
InsertHelpHoverText ( " Enabling this shuffles the Fairy Ocarina and the Ocarina of time into "
" the item pool. \n "
" This will require finding an Ocarina before being able to play songs." ) ;
SohImGui : : EnhancementCombobox ( " gRandomizeShuffleOcarinas " , randoShuffleOcarinas , 2 , 0 ) ;
ImGui : : Separator ( ) ;
}
@ -4031,11 +4021,11 @@ void DrawRandoEditor(bool& open) {
// Shuffle Weird Egg
ImGui : : Text ( " Shuffle Weird Egg " ) ;
InsertHelpHoverText (
" Enabling this shuffles the Weird Egg from Malon \n into the item pool.\n This "
" will require finding the Weird Egg to talk to \n Zelda in Hyrule Castle which "
" in turn locks\n rewards from Impa, Xaria, Malon and Talon as \n well as the "
" Happy Mask Sidequest. The Weird egg\n is also required for Zelda's Letter to "
" unlock the \n Kakariko Gate as child which can lock some \n progression." ) ;
" Enabling this shuffles the Weird Egg from Malon into the item pool.\n This "
" will require finding the Weird Egg to talk to Zelda in Hyrule Castle which "
" in turn unlocks rewards from Impa, Saria, Malon and Talon as well as the "
" Happy Mask Sidequest. \n The Weird egg is also required for Zelda's Letter to "
" unlock the Kakariko Gate as child which can lock some progression." ) ;
SohImGui : : EnhancementCombobox ( " gRandomizeShuffleWeirdEgg " , randoShuffleWeirdEgg , 2 , 0 ) ;
ImGui : : Separator ( ) ;
}
@ -4043,16 +4033,16 @@ void DrawRandoEditor(bool& open) {
// Shuffle Gerudo Membership Card
ImGui : : Text ( " Shuffle Gerudo Membership Card " ) ;
InsertHelpHoverText (
" Enabling this shuffles the Gerudo Membership Card into the \n item pool. \n \n The Gerudo "
" Token is required to enter the Gerudo \n Training Ground." ) ;
" Enabling this shuffles the Gerudo Membership Card into the item pool. \n The Gerudo "
" Token is required to enter the Gerudo Training Ground." ) ;
SohImGui : : EnhancementCombobox ( " gRandomizeShuffleGerudoToken " , randoShuffleGerudoToken , 2 , 0 ) ;
ImGui : : Separator ( ) ;
// todo implement magic bean 10 pack
// // Shuffle Magic Beans
// ImGui::Text("Shuffle Magic Beans");
// InsertHelpHoverText("Enabling this adds a pack of 10 beans to the item \n "
// "pool and changes the Magic Bean Salesman to sell a \n "
// InsertHelpHoverText("Enabling this adds a pack of 10 beans to the item "
// "pool and changes the Magic Bean Salesman to sell a "
// "random item at a price of 60 rupees.");
// SohImGui::EnhancementCombobox("gRandomizeShuffleMagicBeans", randoShuffleMagicBeans, 2, 0);
// ImGui::Separator();
@ -4062,13 +4052,13 @@ void DrawRandoEditor(bool& open) {
// ImGui::Text("Shuffle Merchants");
// if (CVar_GetS32("gRandomizeShuffleMerchants", 0) == 0) {
// InsertHelpHoverText(
// "Enabling this adds a Giant's Knife and a pack \n of Bombchus to the item "
// "pool and changes both \n Mediagoron and the Haunted Wasteland "
// "Carpet \nSalesman to sell a random item once at the price\n of 200 rupees.");
// "Enabling this adds a Giant's Knife and a pack of Bombchus to the item "
// "pool and changes both Mediagoron and the Haunted Wasteland "
// "Carpet Salesman to sell a random item once at the price of 200 rupees.");
// } else if (CVar_GetS32("gRandomizeShuffleMerchants", 0) <= 2) {
// InsertHelpHoverText(
// "These hints will make Medigoron and the Carpet \nsalesman tell you which item they\ 're "
// "selling.\n \nThe Clearer Hints setting will affect how they\n refer to the item.");
// "These hints will make Medigoron and the Carpet salesman tell you which item they 're "
// "selling.\n The Clearer Hints setting will affect how they refer to the item.");
// }
// SohImGui::EnhancementCombobox("gRandomizeShuffleMerchants", randoShuffleMerchants, 3, 0);
// ImGui::Separator();
@ -4077,13 +4067,10 @@ void DrawRandoEditor(bool& open) {
// Shuffle Adult Trade
// ImGui::Text("Shuffle Adult Trade");
// InsertHelpHoverText(
// "Enabling this adds all of the adult trade quest\nitems to the pool, each of which can be "
// "traded\nfor a unique reward You will be able to choose\nwhich of your owner adult trade "
// "items "
// " "
// "is visible\nin the inventory by selecting the item and using\nthe L and R buttons If "
// "disabled "
// "only the Claim\nCheck will be found in the pool.");
// "Enabling this adds all of the adult trade quest items to the pool, each of which can be "
// "traded for a unique reward.\nYou will be able to choose which of your adult trade items "
// "are visible in the inventory by selecting the item and using the L and R buttons.\n"
// "If disabled only the Claim Check will be found in the pool.");
// SohImGui::EnhancementCombobox("gRandomizeShuffleAdultTrade", randoShuffleAdultTrade, 2, 0);
}
ImGui : : PopItemWidth ( ) ;
@ -4114,26 +4101,26 @@ void DrawRandoEditor(bool& open) {
// ImGui::Text("Maps / Compasses");
// switch (CVar_GetS32("gRandomizeShuffleMapsAndCompasses", 0)) {
// case 0:
// InsertHelpHoverText("Maps and Compasses can only appear in their re p sective dungeon.");
// InsertHelpHoverText("Maps and Compasses can only appear in their re sp ective dungeon.");
// break;
// case 1:
// InsertHelpHoverText(
// "Maps and Compasses can only appear in a dungeon \n but not necessarily the "
// "Maps and Compasses can only appear in a dungeon but not necessarily the "
// "dungeon they are for.");
// break;
// case 2:
// InsertHelpHoverText("Maps and Compasses can only appear outside of \n dungeons.");
// InsertHelpHoverText("Maps and Compasses can only appear outside of dungeons.");
// break;
// case 3:
// InsertHelpHoverText("Maps and Compasses can appear anywhere in the \n world.");
// InsertHelpHoverText("Maps and Compasses can appear anywhere in the world.");
// break;
// case 4:
// InsertHelpHoverText(
// "Maps and Compasses are given to you from the start.\nThis will add a "
// "small amount of money and \n refill items to the pool.");
// "small amount of money and refill items to the pool.");
// break;
// case 5:
// InsertHelpHoverText("Maps and Compasses will appear in their vanilla \n locations.");
// InsertHelpHoverText("Maps and Compasses will appear in their vanilla locations.");
// break;
// }
// SohImGui::EnhancementCombobox("gRandomizeShuffleMapsAndCompasses", randoShuffleMapsAndCompasses,
@ -4145,28 +4132,28 @@ void DrawRandoEditor(bool& open) {
// ImGui::Text("Small Keys");
// switch (CVar_GetS32("gRandomizeShuffleSmallKeys", 0)) {
// case 0:
// InsertHelpHoverText("Small Keys can only appear in their respective \n dungeon.");
// InsertHelpHoverText("Small Keys can only appear in their respective dungeon.");
// break;
// case 1:
// InsertHelpHoverText(
// "Small Keys can only appear inside of any dungon, \n but won't necessarily "
// "be in the dungeon that the \n key is for.\nA difficult mode since it is "
// "more likely \n to need to enter a dungeon multiple times.");
// "Small Keys can only appear inside of any dungon, but won't necessarily "
// "be in the dungeon that the key is for.\nA difficult mode since it is "
// "more likely to need to enter a dungeon multiple times.");
// break;
// case 2:
// InsertHelpHoverText(
// "Small Keys can only appear outside of dungeons.\nYou may need to enter a "
// "dungeon multiple times to \n gain items to access the overworld locations "
// "with \n the keys required to finish a dungeon.");
// "dungeon multiple times to gain items to access the overworld locations "
// "with the keys required to finish a dungeon.");
// break;
// case 3:
// InsertHelpHoverText(
// "Small Keys can appear anywhere in the world.\nA difficult mode since it "
// "is more likely to need to \n enter a dungeon multiple times.");
// "is more likely to need to enter a dungeon multiple times.");
// break;
// case 4:
// InsertHelpHoverText(
// "Small Keys are given to you from the start so you \n won't have to worry "
// "Small Keys are given to you from the start so you won't have to worry "
// "about locked doors.\nAn easier mode.");
// break;
// case 5:
@ -4182,18 +4169,17 @@ void DrawRandoEditor(bool& open) {
// switch (CVar_GetS32("gRandomizeShuffleGerudoFortressKeys", 0)) {
// case 0:
// InsertHelpHoverText(
// "Gerudo Fortress Keys will appear in their vanilla\nlocation dropping "
// "from fighting Gerudo "
// "guard\nthat attack when trying to free the jailed\ncarpenters.");
// "Gerudo Fortress Keys will appear in their vanilla location dropping from "
// "fighting Gerudo guards that attack when trying to free the jailed carpenters.");
// break;
// case 1:
// InsertHelpHoverText("Gerudo Fortress Keys can only appear inside of \n dungeons.");
// InsertHelpHoverText("Gerudo Fortress Keys can only appear inside of dungeons.");
// break;
// case 2:
// InsertHelpHoverText("Gerudo Fortress Keys can only appear outside of \n dungeons.");
// InsertHelpHoverText("Gerudo Fortress Keys can only appear outside of dungeons.");
// break;
// case 3:
// InsertHelpHoverText("Gerudo Fortress Keys can appear anywhere in the \n world.");
// InsertHelpHoverText("Gerudo Fortress Keys can appear anywhere in the world.");
// break;
// }
// SohImGui::EnhancementCombobox("gRandomizeShuffleGerudoFortressKeys",
@ -4205,28 +4191,27 @@ void DrawRandoEditor(bool& open) {
// ImGui::Text("Boss Keys");
// switch (CVar_GetS32("gRandomizeShuffleBossKeys", 0)) {
// case 0:
// InsertHelpHoverText("Boss Keys can only appear in their respective \n dungeons.");
// InsertHelpHoverText("Boss Keys can only appear in their respective dungeons.");
// break;
// case 1:
// InsertHelpHoverText(
// "Boss Keys can only appear inside of any dungeon, \n but won't necessarily "
// "be in the dungon that the \n key is for.\nA difficult mode since it is "
// "more \n likely to need to enter a dungeon multiple times.");
// "Boss Keys can only appear inside of any dungeon, but won't necessarily "
// "be in the dungon that the key is for.\nA difficult mode since it is "
// "more likely to need to enter a dungeon multiple times.");
// break;
// case 2:
// InsertHelpHoverText(
// "Boss keys can only appear outside of dungeons.\nYou may need to enter a dungeon "
// "without "
// "the boss\nkey to get items required to find the key in the\noverworld.");
// "Boss Keys can only appear outside of dungeons.\nYou may need to enter a dungeon "
// "without the boss key to get items required to find the key in the overworld.");
// break;
// case 3:
// InsertHelpHoverText(
// "Boss key can appear anywhere in the overworld.\nA difficult mode since it "
// "is more likely to need to \n enter a dungeon multiple times.");
// "Boss Keys can appear anywhere in the overworld.\nA difficult mode since it "
// "is more likely to need to enter a dungeon multiple times.");
// break;
// case 4:
// InsertHelpHoverText(
// "Boss Keys are given to you from the start so you\n won't have to worry "
// "Boss Keys are given to you from the start so you won't have to worry "
// "about boss doors.\nAn easier mode.");
// break;
// case 5:
@ -4245,80 +4230,80 @@ void DrawRandoEditor(bool& open) {
switch ( CVar_GetS32 ( " gRandomizeShuffleGanonBossKey " , 0 ) ) {
case 0 :
SetLastItemHoverText (
" Ganon's Boss Key is given to you from the \n start and you don't "
" Ganon's Boss Key is given to you from the start and you don't "
" have to worry about finding it. " ) ;
break ;
case 1 :
SetLastItemHoverText ( " Ganon's Boss Key will appear in the vanilla \n location." ) ;
SetLastItemHoverText ( " Ganon's Boss Key will appear in the vanilla location." ) ;
break ;
case 2 :
SetLastItemHoverText ( " Ganon's Boss Key will appear somewhere inside \n Ganon's Castle." ) ;
SetLastItemHoverText ( " Ganon's Boss Key will appear somewhere inside Ganon's Castle." ) ;
break ;
// case 0:
// SetLastItemHoverText(
// "Ganon's Castle Boss Key can only appear inside of \n a dungeon, but not "
// "Ganon's Castle Boss Key can only appear inside of a dungeon, but not "
// "necessarily Ganon's Castle.");
// break;
// case 1:
// SetLastItemHoverText("Ganon's Castle Boss Key can only appear outside of \n dungeons.");
// SetLastItemHoverText("Ganon's Castle Boss Key can only appear outside of dungeons.");
// break;
// case 2:
// SetLastItemHoverText("Ganon's Castle Boss Key can appear anywhere in the \n world.");
// SetLastItemHoverText("Ganon's Castle Boss Key can appear anywhere in the world.");
// break;
// case 3:
// SetLastItemHoverText(
// "These settings put the boss key on the Light Arrow \n Cutscene location, "
// "from Zelda in Temple of Time as \n adult, with differing requirements.");
// "These settings put the boss key on the Light Arrow Cutscene location, "
// "from Zelda in Temple of Time as adult, with differing requirements.");
// break;
// case 4:
// SetLastItemHoverText("Ganon's Cas lte Boss Key can appear anywhere in the\n world.");
// SetLastItemHoverText("Ganon's Cas tle Boss Key can appear anywhere in the world.");
// break;
// case 5:
// SetLastItemHoverText(
// "These settings put the boss key on the Light Arrow \n Cutscene location, "
// "from Zelda in Temple of Time as \n adult, with differing requirements.");
// "These settings put the boss key on the Light Arrow Cutscene location, "
// "from Zelda in Temple of Time as adult, with differing requirements.");
// SohImGui::EnhancementSliderInt("Medallion Count: %d", "##RandoGanonMedallionCount",
// "gRandomizeGanonMedallionCount", 0, 6, "");
// InsertHelpHoverText(
// "Set the number of Medallions required to trigger \n the Light Arrow Cutscene.");
// "Set the number of Medallions required to trigger the Light Arrow Cutscene.");
// break;
// case 6:
// SetLastItemHoverText(
// "These settings put the boss key on the Light Arrow \n Cutscene location, "
// "from Zelda in Temple of Time as \n adult, with differing requirements.");
// "These settings put the boss key on the Light Arrow Cutscene location, "
// "from Zelda in Temple of Time as adult, with differing requirements.");
// SohImGui::EnhancementSliderInt("Stone Count: %d", "##RandoGanonStoneCount",
// "gRandomizeGanonStoneCount", 0, 3, "");
// InsertHelpHoverText("Set the number of Spiritual Stones required to trigger \n the Light "
// InsertHelpHoverText("Set the number of Spiritual Stones required to trigger the Light "
// "Arrow Cutscene.");
// break;
// case 7:
// SetLastItemHoverText(
// "These settings put the boss key on the Light Arrow \n Cutscene location, "
// "from Zelda in Temple of Time as \n adult, with differing requirements.");
// "These settings put the boss key on the Light Arrow Cutscene location, "
// "from Zelda in Temple of Time as adult, with differing requirements.");
// SohImGui::EnhancementSliderInt("Reward Count: %d", "##RandoGanonRewardCount",
// "gRandomizeGanonRewardCount", 0, 9, "");
// InsertHelpHoverText(
// "Set the number of Dungeon Rewards (Spiritual \n Stones and Medallions) "
// "required to trigger the \n Light Arrow Cutscene.");
// "Set the number of Dungeon Rewards (Spiritual Stones and Medallions) "
// "required to trigger the Light Arrow Cutscene.");
// break;
// case 8:
// SetLastItemHoverText(
// "These settings put the boss key on the Light Arrow \n Cutscene location, "
// "from Zelda in Temple of Time as \n adult, with differing requirements.");
// "These settings put the boss key on the Light Arrow Cutscene location, "
// "from Zelda in Temple of Time as adult, with differing requirements.");
// SohImGui::EnhancementSliderInt("MDungeon Count: %d", "##RandoGanonDungeonCount",
// "gRandomizeGanonDungeonCount", 0, 8, "");
// InsertHelpHoverText(
// "Set the number of completed dungeons required to \n trigger the Light Arrow "
// "Cutscene.\n \nDungeons are considered complete when Link steps\n into the "
// "Set the number of completed dungeons required to trigger the Light Arrow "
// "Cutscene.\n Dungeons are considered complete when Link steps into the "
// "blue warp at the end of them.");
// break;
// case 9:
// SetLastItemHoverText(
// "These settings put the boss key on the Light Arrow \n Cutscene location, "
// "from Zelda in Temple of Time as \n adult, with differing requirements.");
// "These settings put the boss key on the Light Arrow Cutscene location, "
// "from Zelda in Temple of Time as adult, with differing requirements.");
// SohImGui::EnhancementSliderInt("Token Count: %d", "##RandoGanonTokenCount",
// "gRandomizeGanonTokenCount", 0, 100, "");
// InsertHelpHoverText("Set the number of Gold Skulltula Tokens required \n to trigger the "
// InsertHelpHoverText("Set the number of Gold Skulltula Tokens required to trigger the "
// "Light Arrow Cutscene.");
// break;
}
@ -4342,82 +4327,82 @@ void DrawRandoEditor(bool& open) {
// todo implement minigame repeat skip
// // Skip Minigame repetition
// SohImGui::EnhancementCheckbox("Skip Minigame Repetition", "gRandomizeSkipMinigameRepetition");
// InsertHelpHoverText("Completing the second objective in the Dampe Race \n and Gerudo Archery on the "
// "first attempt will give \n both rewards at once for that minigame.");
// InsertHelpHoverText("Completing the second objective in the Dampe Race and Gerudo Archery on the "
// "first attempt will give both rewards at once for that minigame.");
// ImGui::Separator();
// todo implement free scarecrow (is this already in?)
// // Free scarecrow
// SohImGui::EnhancementCheckbox("Free Scarecrow", "gRandomizeFreeScarecrow");
// InsertHelpHoverText(
// "Pulling the Ocarina near a spot at which \n Pierre can spawn will do so, without "
// "needing \n the song.");
// "Pulling the Ocarina near a spot at which Pierre can spawn will do so, without "
// "needing the song.");
// ImGui::Separator();
// todo implement skip poes (did we already?)
// // Skip Four Poes cutscene
// SohImGui::EnhancementCheckbox("Skip Four Poes Cutscene", "gRandomizeSkipFourPoesCutscene");
// InsertHelpHoverText(
// "The cutscene with the 4 poes in Forest Temple will \n be skipped. If the cutscene "
// "is not skipped, it can \n be exploited to reach the basement early.");
// "The cutscene with the 4 poes in Forest Temple will be skipped. If the cutscene "
// "is not skipped, it can be exploited to reach the basement early.");
// ImGui::Separator();
// todo implement skip lake hylia owl
// // Skip Lake Hylia owl
// SohImGui::EnhancementCheckbox("Skip Lake Hylia Owl Cutscene", "gRandomizeSkipLakeHyliaOwl");
// InsertHelpHoverText(
// "The owl flight cutscene in Lake Hylia will be \n skipped. This cutscene lets you "
// "see what item \n is on top of the laboratory roof.");
// "The owl flight cutscene in Lake Hylia will be skipped. This cutscene lets you "
// "see what item is on top of the laboratory roof.");
// ImGui::Separator();
// Cuccos to return
SohImGui : : EnhancementSliderInt ( " Cuccos to return: %d " , " ##RandoCuccosToReturn " ,
" gRandomizeCuccosToReturn " , 0 , 7 , " " , 7 ) ;
InsertHelpHoverText ( " The cucco Lady will give a reward for returning \n this many of her cuccos to the pen." ) ;
InsertHelpHoverText ( " The cucco Lady will give a reward for returning this many of her cuccos to the pen." ) ;
ImGui : : Separator ( ) ;
// // Big Poe Target Count
SohImGui : : EnhancementSliderInt ( " Big Poe Target Count: %d " , " ##RandoBigPoeTargetCount " ,
" gRandomizeBigPoeTargetCount " , 1 , 10 , " " , 10 ) ;
InsertHelpHoverText ( " The Poe buyer will give a reward for turning in \n the chosen number of Big Poes." ) ;
InsertHelpHoverText ( " The Poe buyer will give a reward for turning in the chosen number of Big Poes." ) ;
ImGui : : Separator ( ) ;
// // Skip child stealth
SohImGui : : EnhancementCheckbox ( " Skip Child Stealth " , " gRandomizeSkipChildStealth " ) ;
InsertHelpHoverText ( " The crawlspace into Hyrule Castle goes straight to \n Zelda, skipping the guards." ) ;
InsertHelpHoverText ( " The crawlspace into Hyrule Castle goes straight to Zelda, skipping the guards." ) ;
ImGui : : Separator ( ) ;
// Skip Epona race
SohImGui : : EnhancementCheckbox ( " Skip Epona Race " , " gRandomizeSkipEponaRace " ) ;
InsertHelpHoverText ( " Epona can be summoned with Epona's Song without \n needing to race Ingo." ) ;
InsertHelpHoverText ( " Epona can be summoned with Epona's Song without needing to race Ingo." ) ;
ImGui : : Separator ( ) ;
// Skip tower escape
SohImGui : : EnhancementCheckbox ( " Skip Tower Escape " , " gRandomizeSkipTowerEscape " ) ;
InsertHelpHoverText ( " The tower escape sequence between Ganondorf and \n Ganon will be skipped." ) ;
InsertHelpHoverText ( " The tower escape sequence between Ganondorf and Ganon will be skipped." ) ;
ImGui : : Separator ( ) ;
// todo implement complete mask quest
// // Complete Mask Quest
// SohImGui::EnhancementCheckbox("Complete Mask Quest", "gRandomizeCompleteMaskQuest");
// InsertHelpHoverText(
// "Once the Happy Mask Shop is opened, all masks \n will be available to be borrowed.");
// "Once the Happy Mask Shop is opened, all masks will be available to be borrowed.");
// ImGui::Separator();
// todo implement keep farores (in soh)
// // Keep Farore's Wind Warp Point
// SohImGui::EnhancementCheckbox("Keep Farore's Wind Warp Point", "gRandomizeKeepFaroresWindWarp");
// InsertHelpHoverText(
// "The Farore's Wind warp point will stay active \nafter having been warped to. The "
// "old point will \n need to be dispelled before setting a new one.");
// "The Farore's Wind warp point will stay active after having been warped to.\n The "
// "old point will need to be dispelled before setting a new one.");
// ImGui::Separator();
// todo implement skip song replays (in soh)
// // Skip Song Replays
// ImGui::Text("Skip Song Replays");
// InsertHelpHoverText(
// "The automatic replay after you play a song will \n be skipped.\nYou can choose to "
// "keep the SFX anyway, but you \nwill have control of Link during it.");
// "The automatic replay after you play a song will be skipped.\nYou can choose to "
// "keep the SFX anyway, but you will have control of Link during it.");
// SohImGui::EnhancementCombobox("gRandomizeSkipSongReplays", randoSkipSongReplays, 3, 0);
// ImGui::Separator();
@ -4428,12 +4413,10 @@ void DrawRandoEditor(bool& open) {
// Gossip Stone Hints
ImGui : : Text ( " Gossip Stone Hints " ) ;
InsertHelpHoverText (
" Gossip Stones can be made to give hints about \n where items can be found. \n Different settings "
" can "
" be chosen to decide which \n item is needed to speak to Gossip Stones. Choosing \n to sticl with "
" the "
" Mask of Trutj will make the \n hints very difficult to obtain. \n Hints for \" on the way of the "
" hero \" are locations \n taht contain items that are required to beat the \n game. " ) ;
" Gossip Stones can be made to give hints about where items can be found. \n Different settings can "
" be chosen to decide which item is needed to speak to Gossip Stones. \n Choosing to stick with the "
" Mask of Truth will make the hints very difficult to obtain. \n Hints for \" on the way of the "
" hero \" are locations that contain items that are required to beat the game. " ) ;
SohImGui : : EnhancementCombobox ( " gRandomizeGossipStoneHints " , randoGossipStoneHints , 4 , 1 ) ;
if ( CVar_GetS32 ( " gRandomizeGossipStoneHints " , 1 ) ! = 0 ) {
@ -4443,18 +4426,18 @@ void DrawRandoEditor(bool& open) {
switch ( CVar_GetS32 ( " gRandomizeHintClarity " , 2 ) ) {
case 0 :
InsertHelpHoverText (
" Sets the difficulty of hints. \n Obscure: Hints are unique for each thing, but \n the "
" Sets the difficulty of hints. \n Obscure: Hints are unique for each thing, but the "
" writing may be confusing. \n Ex: Kokiri Sword > a butter knife " ) ;
break ;
case 1 :
InsertHelpHoverText (
" Sets the difficulty of hints. \n Ambiguous: Hints are clearly written, "
" but may \n refer to more than one thing.\n Ex: Kokiri Sword > a sword " ) ;
" but may refer to more than one thing.\n Ex: Kokiri Sword > a sword " ) ;
break ;
case 2 :
InsertHelpHoverText (
" Sets the difficulty of hints. \n Clear: Hints are clearly written and "
" are unique \n for each thing.\n Ex: Kokiri Sword > the Kokiri Sword " ) ;
" are unique for each thing.\n Ex: Kokiri Sword > the Kokiri Sword " ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeHintClarity " , randoHintClarity , 3 , 2 ) ;
@ -4490,7 +4473,7 @@ void DrawRandoEditor(bool& open) {
// todo implement starting time
// // Starting Time
// ImGui::Text("Starting Time");
// InsertHelpHoverText("Change up Link's sleep routine.");
// InsertHelpHoverText("Change up Link's sleep routine.");
// SohImGui::EnhancementCombobox("gRandomizeStartingTime", randoStartingTime, 2, 0);
// ImGui::Separator();
@ -4498,7 +4481,7 @@ void DrawRandoEditor(bool& open) {
// // Chest Size and Color
// ImGui::Text("Chest Size and Color");
// InsertHelpHoverText(
// "This option will change the appearance of all \n regular chests depending on their "
// "This option will change the appearance of all regular chests depending on their "
// "contents:\nMajor Items = Big Wooden Chests\nLesser Items = Small Wooden "
// "Chests\nBoss Keys = Big Fancy Chests\nSmall Keys = Small Fancy Chests");
// SohImGui::EnhancementCombobox("gRandomizeChestSizeAndColor", randoChestSizeAndColor, 2, 0);
@ -4509,11 +4492,11 @@ void DrawRandoEditor(bool& open) {
// switch (CVar_GetS32("gRandomize", 0)) {
// case 0:
// InsertHelpHoverText(
// "All alternative traps will cause a small damage\nand no other negative effe ts.");
// "All alternative traps will cause small damage and no other negative effec ts.");
// break;
// case 1:
// InsertHelpHoverText("Some chest traps will burn your Deku Shield or \n cause a lot of damage "
// "(with one-hit protection).");
// InsertHelpHoverText("Some chest traps will burn your Deku Shield or cause a lot of damage "
// "(with one-hit KO protection).");
// break;
// case 2:
// InsertHelpHoverText("All traps will be the base game ice trap.");
@ -4535,7 +4518,7 @@ void DrawRandoEditor(bool& open) {
InsertHelpHoverText ( " Original item pool. " ) ;
break ;
case 2 :
InsertHelpHoverText ( " Some excess items are removed, including health \n upgrades." ) ;
InsertHelpHoverText ( " Some excess items are removed, including health upgrades." ) ;
break ;
case 3 :
InsertHelpHoverText ( " Most excess items are removed. " ) ;
@ -4555,14 +4538,14 @@ void DrawRandoEditor(bool& open) {
break ;
case 2 :
InsertHelpHoverText (
" Chance to add extra Ice Traps when junk items are \n added to the item pool." ) ;
" Chance to add extra Ice Traps when junk items are added to the item pool." ) ;
break ;
case 3 :
InsertHelpHoverText ( " All added junk items will be Ice Traps. " ) ;
break ;
case 4 :
InsertHelpHoverText (
" All junk items will be replaced by Ice Traps, even \n those in the base pool." ) ;
" All junk items will be replaced by Ice Traps, even those in the base pool." ) ;
break ;
}
SohImGui : : EnhancementCombobox ( " gRandomizeIceTraps " , randoIceTraps , 5 , 1 ) ;
@ -4571,7 +4554,7 @@ void DrawRandoEditor(bool& open) {
// todo implement double defense getitem
// // Remove Double Defense
// SohImGui::EnhancementCheckbox("Remove Double Defense", "gRandomizeRemoveDoubleDefense");
// InsertHelpHoverText("If set the double defense item will be removed \n from the item pool for "
// InsertHelpHoverText("If set the double defense item will be removed from the item pool for "
// "balanced and plentiful.");
// ImGui::Separator();
@ -4579,8 +4562,8 @@ void DrawRandoEditor(bool& open) {
// // Prog Goron Sword
// SohImGui::EnhancementCheckbox("Prog Goron Sword", "gRandomizeProgGoronSword");
// InsertHelpHoverText(
// "Giant's Knife will walays be found before Biggoron's\nSword. Medigoron only "
// "starts selling new knives \nonce the Giant's Knife has been found\n and broken.");
// "Giant's Knife will always be found before Biggoron's Sword.\n Medigoron only "
// "starts selling new knives once the Giant's Knife has been found and broken.");
// ImGui::Separator();
ImGui : : PopItemWidth ( ) ;
ImGui : : EndTable ( ) ;