Shuffle silver rupees#5826
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Currently done unconditionally, will add the options later
New regions and more specific logic will be coming soon.
Currently done unconditionally, will add the options later
New regions and more specific logic will be coming soon.
…ght into shuffle-silver-rupees
Also updates most of the hook usage to new patterns
Before this commit it was always on if randomizer was on
Specifically, the options are now Start With, Vanilla, Own Dungeon, Any Dungeon, Overworld, and Anywhere.
I can't give people Dodongo's Cavern Silver Rupees without spoiling Dodongo's Cavern is MQ, but I can give Shadow Temple Outside Spike Rain Silver Rupees without spoiling Shadow is MQ, for example.
Shifts to truncating based on total width of the line rather than the number of characters, since different characters are different widths.
This way the icons aren't grayscale for 99% of the seed when it's something like triforce pieces or silver rupees.
For easier identification before actually collecting them. You'll only be able to tell what dungeon they are for from the color, but I'm not sure there's much else to be done. Also added a Dark Purple particle to represent Ganon's castle
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I was doing this in #5659 |
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Well I guess that's what I get for coming back from a break with a PR instead of checking on the status of things lol. |
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I've had this in the works in some form or fashion for nearly two years (for context, my first attempt to shuffle silver rupees is one of the factors that pushed me to do the Rando refactor last year), so I can't lie and say it's a bit frustrating to have all that effort go to waste, but I suppose I snooze I lose. It is interesting to see how many similar these implementations are in many ways. If you see anything you like (for instance my save editor UI, which I don't think your implementation has) feel free to copy it. |
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Would definitely like to go through & compare implementations to improve things. I set this aside since I wanted to include logic, which I have a clear idea how to do once dungeon refactors are in for shadow, spirit, botw, ice, gtg, & ganon's castle. But I was only focused on mechanism, so didn't implement any good UI Will try find time to go over differences & synthesize our PRs |
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I'm closing this one in favor of Serprex's implementation since he's got a better head on for the Logic aspect of this than I do. |
This currently does not have any Logic, but it is coded so that you cannot enable the setting unless No Logic is on. With that in mind I would argue that it can be merged without logic (which to be honest I don't feel much like doing any time soon), playtesters can find any bugs with the implementation, and someone else (or me later on) can add logic down the line. I've done a few playtests and everything in terms of identification, item replacement, and setting flags appropriately, seems to be correct.
Some notes to get ahead of potential questions:
Build Artifacts