Merge pull request #1307 from aMannus/rando-menu-tweaks

Rando: Small menu tweaks
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briaguya 2022-08-25 11:57:03 -04:00 committed by GitHub
commit ed5a2d8a42
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 49 additions and 43 deletions

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@ -2001,22 +2001,22 @@ namespace SohImGui {
if (ImGui::BeginMenu("Rando Enhancements"))
{
EnhancementCheckbox("Quest Item Fanfares", "gRandoQuestItemFanfares");
EnhancementCheckbox("Rando-Relevant Navi Hints", "gRandoRelevantNavi");
Tooltip(
"Play unique fanfares when obtaining quest items "
"(medallions/stones/songs). Note that these fanfares are longer than usual."
"Replace Navi's overworld quest hints with rando-related gameplay hints."
);
PaddedEnhancementCheckbox("Random Rupee Names", "gRandomizeRupeeNames", true, false);
Tooltip(
"When obtaining rupees, randomize what the rupee is called in the textbox."
);
PaddedEnhancementCheckbox("Rando-Relevant Navi Hints", "gRandoRelevantNavi", true, false);
Tooltip(
"Replace Navi's overworld quest hints with rando-related gameplay hints."
);
PaddedEnhancementCheckbox("Key Colors Match Dungeon", "gRandoMatchKeyColors", true, false);
Tooltip(
"Matches the color of small keys and boss keys to the dungeon they belong to. This helps identify keys from afar and adds a little bit of flair.");
PaddedEnhancementCheckbox("Quest Item Fanfares", "gRandoQuestItemFanfares", true, false);
Tooltip(
"Play unique fanfares when obtaining quest items "
"(medallions/stones/songs). Note that these fanfares are longer than usual."
);
ImGui::EndMenu();
}

View File

@ -3327,8 +3327,8 @@ void DrawRandoEditor(bool& open) {
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
if (ImGui::BeginTable("tableRandoOther", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
ImGui::TableSetupColumn("Timesavers", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Item Pool Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("World Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Item Pool & Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImGui::TableHeadersRow();
ImGui::PopItemFlag();
@ -3400,10 +3400,49 @@ void DrawRandoEditor(bool& open) {
"The cutscenes of the Poes in Forest Temple and Darunia in Fire Temple will not be skipped. "
"These cutscenes are only useful for glitched gameplay and can be safely skipped otherwise.");
// COLUMN 2 - HINT SETTINGS
// COLUMN 2 - WORLD SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::PushItemWidth(-FLT_MIN);
ImGui::Text("Coming soon");
ImGui::PopItemWidth();
// COLUMN 3 - ITEM POOL & HINT SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::PushItemWidth(-FLT_MIN);
ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
InsertHelpHoverText("Sets how many major items appear in the item pool.\n"
"\n"
"Plentiful - Extra major items are added to the pool.\n"
"\n"
"Balanced - Original item pool.\n"
"\n"
"Scarce - Some excess items are removed, including health upgrades.\n"
"\n"
"Minimal - Most excess items are removed.");
SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
PaddedSeparator();
// Ice Traps
ImGui::Text(Settings::IceTrapValue.GetName().c_str());
InsertHelpHoverText("Sets how many items are replaced by ice traps.\n"
"\n"
"Off - No ice traps.\n"
"\n"
"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
"\n"
"Extra - Chance to replace added junk items with additional ice traps.\n"
"\n"
"Mayhem - All added junk items will be Ice Traps.\n"
"\n"
"Onslaught - All junk items will be replaced by Ice Traps, even those "
"in the base pool.");
SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
PaddedSeparator();
// Gossip Stone Hints
ImGui::Text(Settings::GossipStoneHints.GetName().c_str());
@ -3453,40 +3492,7 @@ void DrawRandoEditor(bool& open) {
SohImGui::EnhancementCombobox("gRandomizeHintDistribution", randoHintDistribution, 4, 1);
ImGui::Unindent();
}
ImGui::PopItemWidth();
// COLUMN 3 - ITEM POOL SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::PushItemWidth(-FLT_MIN);
ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
InsertHelpHoverText("Sets how many major items appear in the item pool.\n"
"\n"
"Plentiful - Extra major items are added to the pool.\n"
"\n"
"Balanced - Original item pool.\n"
"\n"
"Scarce - Some excess items are removed, including health upgrades.\n"
"\n"
"Minimal - Most excess items are removed.");
SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
PaddedSeparator();
// Ice Traps
ImGui::Text(Settings::IceTrapValue.GetName().c_str());
InsertHelpHoverText("Sets how many items are replaced by ice traps.\n"
"\n"
"Off - No ice traps.\n"
"\n"
"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
"\n"
"Extra - Chance to replace added junk items with additional ice traps.\n"
"\n"
"Mayhem - All added junk items will be Ice Traps.\n"
"\n"
"Onslaught - All junk items will be replaced by Ice Traps, even those "
"in the base pool.");
SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
ImGui::PopItemWidth();
ImGui::EndTable();
}