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Merge pull request #1307 from aMannus/rando-menu-tweaks
Rando: Small menu tweaks
This commit is contained in:
commit
ed5a2d8a42
@ -2001,22 +2001,22 @@ namespace SohImGui {
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if (ImGui::BeginMenu("Rando Enhancements"))
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if (ImGui::BeginMenu("Rando Enhancements"))
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{
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{
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EnhancementCheckbox("Quest Item Fanfares", "gRandoQuestItemFanfares");
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EnhancementCheckbox("Rando-Relevant Navi Hints", "gRandoRelevantNavi");
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Tooltip(
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Tooltip(
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"Play unique fanfares when obtaining quest items "
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"Replace Navi's overworld quest hints with rando-related gameplay hints."
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"(medallions/stones/songs). Note that these fanfares are longer than usual."
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);
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);
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PaddedEnhancementCheckbox("Random Rupee Names", "gRandomizeRupeeNames", true, false);
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PaddedEnhancementCheckbox("Random Rupee Names", "gRandomizeRupeeNames", true, false);
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Tooltip(
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Tooltip(
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"When obtaining rupees, randomize what the rupee is called in the textbox."
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"When obtaining rupees, randomize what the rupee is called in the textbox."
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);
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);
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PaddedEnhancementCheckbox("Rando-Relevant Navi Hints", "gRandoRelevantNavi", true, false);
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Tooltip(
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"Replace Navi's overworld quest hints with rando-related gameplay hints."
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);
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PaddedEnhancementCheckbox("Key Colors Match Dungeon", "gRandoMatchKeyColors", true, false);
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PaddedEnhancementCheckbox("Key Colors Match Dungeon", "gRandoMatchKeyColors", true, false);
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Tooltip(
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Tooltip(
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"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.");
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"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.");
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PaddedEnhancementCheckbox("Quest Item Fanfares", "gRandoQuestItemFanfares", true, false);
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Tooltip(
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"Play unique fanfares when obtaining quest items "
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"(medallions/stones/songs). Note that these fanfares are longer than usual."
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);
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -3327,8 +3327,8 @@ void DrawRandoEditor(bool& open) {
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
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if (ImGui::BeginTable("tableRandoOther", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
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if (ImGui::BeginTable("tableRandoOther", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
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ImGui::TableSetupColumn("Timesavers", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Timesavers", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("World Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Item Pool Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Item Pool & Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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ImGui::TableHeadersRow();
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ImGui::TableHeadersRow();
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ImGui::PopItemFlag();
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ImGui::PopItemFlag();
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@ -3400,10 +3400,49 @@ void DrawRandoEditor(bool& open) {
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"The cutscenes of the Poes in Forest Temple and Darunia in Fire Temple will not be skipped. "
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"The cutscenes of the Poes in Forest Temple and Darunia in Fire Temple will not be skipped. "
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"These cutscenes are only useful for glitched gameplay and can be safely skipped otherwise.");
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"These cutscenes are only useful for glitched gameplay and can be safely skipped otherwise.");
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// COLUMN 2 - HINT SETTINGS
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// COLUMN 2 - WORLD SETTINGS
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ImGui::TableNextColumn();
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ImGui::TableNextColumn();
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window->DC.CurrLineTextBaseOffset = 0.0f;
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window->DC.CurrLineTextBaseOffset = 0.0f;
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ImGui::PushItemWidth(-FLT_MIN);
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ImGui::PushItemWidth(-FLT_MIN);
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ImGui::Text("Coming soon");
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ImGui::PopItemWidth();
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// COLUMN 3 - ITEM POOL & HINT SETTINGS
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ImGui::TableNextColumn();
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window->DC.CurrLineTextBaseOffset = 0.0f;
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ImGui::PushItemWidth(-FLT_MIN);
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ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
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InsertHelpHoverText("Sets how many major items appear in the item pool.\n"
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"\n"
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"Plentiful - Extra major items are added to the pool.\n"
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"\n"
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"Balanced - Original item pool.\n"
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"\n"
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"Scarce - Some excess items are removed, including health upgrades.\n"
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"\n"
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"Minimal - Most excess items are removed.");
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SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
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PaddedSeparator();
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// Ice Traps
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ImGui::Text(Settings::IceTrapValue.GetName().c_str());
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InsertHelpHoverText("Sets how many items are replaced by ice traps.\n"
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"\n"
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"Off - No ice traps.\n"
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"\n"
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"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
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"\n"
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"Extra - Chance to replace added junk items with additional ice traps.\n"
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"\n"
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"Mayhem - All added junk items will be Ice Traps.\n"
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"\n"
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"Onslaught - All junk items will be replaced by Ice Traps, even those "
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"in the base pool.");
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SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
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PaddedSeparator();
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// Gossip Stone Hints
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// Gossip Stone Hints
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ImGui::Text(Settings::GossipStoneHints.GetName().c_str());
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ImGui::Text(Settings::GossipStoneHints.GetName().c_str());
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@ -3453,40 +3492,7 @@ void DrawRandoEditor(bool& open) {
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SohImGui::EnhancementCombobox("gRandomizeHintDistribution", randoHintDistribution, 4, 1);
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SohImGui::EnhancementCombobox("gRandomizeHintDistribution", randoHintDistribution, 4, 1);
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ImGui::Unindent();
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ImGui::Unindent();
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}
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}
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ImGui::PopItemWidth();
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// COLUMN 3 - ITEM POOL SETTINGS
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ImGui::TableNextColumn();
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window->DC.CurrLineTextBaseOffset = 0.0f;
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ImGui::PushItemWidth(-FLT_MIN);
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ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
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InsertHelpHoverText("Sets how many major items appear in the item pool.\n"
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"\n"
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"Plentiful - Extra major items are added to the pool.\n"
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"\n"
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"Balanced - Original item pool.\n"
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"\n"
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"Scarce - Some excess items are removed, including health upgrades.\n"
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"\n"
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"Minimal - Most excess items are removed.");
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SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
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PaddedSeparator();
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// Ice Traps
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ImGui::Text(Settings::IceTrapValue.GetName().c_str());
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InsertHelpHoverText("Sets how many items are replaced by ice traps.\n"
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"\n"
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"Off - No ice traps.\n"
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"\n"
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"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
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"\n"
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"Extra - Chance to replace added junk items with additional ice traps.\n"
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"\n"
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"Mayhem - All added junk items will be Ice Traps.\n"
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"\n"
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"Onslaught - All junk items will be replaced by Ice Traps, even those "
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"in the base pool.");
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SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
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ImGui::PopItemWidth();
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ImGui::PopItemWidth();
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ImGui::EndTable();
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ImGui::EndTable();
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}
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}
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