Randomizer feature: Triforce Hunt (#3062)

* Initial work to make triforce pieces their own rando item

* Disable triforce greyscaling

* Better triforce model, finish adding triforce pieces to logic

* Triforce model is now a shard

* Credits warp + start of item tracker

* Initial item tracker stuff

* Completed triangle on triforce completion

* Completed triforce model on GI done

* Multiple triforce piece models

* Triforce pieces in save editor & fix build

* Finish item tracker

* Gameplaystats timestamp

* Revert parts of logic

* More reverting

* Start of making Triforce Hunt the win condition

* Bit of cleanup

* Triforce pieces can show up as icetraps

* Grant GBK to player after hunt is completed

* Better text boxes

* Disable GBK option in ImGui with Triforce Hunt on

* Clean-up

* Forced save on completion improvements

* Update Item Tracker Settings initial size

* Small ImGui adjustments

* French translation and update defaults

* Finish translations

* Fix timer completion & 50+ triforce pieces

* Remove GI_ and ITEM_ enum usage, add french ice trap names

* Fix build & small fixes

* Review comments

* Comment clarification
This commit is contained in:
aMannus
2023-09-26 15:45:37 +02:00
committed by GitHub
parent ccd05d8e58
commit bae6cf4203
75 changed files with 1364 additions and 27 deletions

View File

@@ -2318,7 +2318,10 @@ void Play_PerformSave(PlayState* play) {
} else {
Save_SaveFile();
}
if (CVarGetInteger("gAutosave", AUTOSAVE_OFF) != AUTOSAVE_OFF) {
uint8_t triforceHuntCompleted =
gSaveContext.n64ddFlag && gSaveContext.triforcePiecesCollected == Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT_PIECES_REQUIRED) &&
Randomizer_GetSettingValue(RSK_TRIFORCE_HUNT);
if (CVarGetInteger("gAutosave", AUTOSAVE_OFF) != AUTOSAVE_OFF || triforceHuntCompleted) {
Overlay_DisplayText(3.0f, "Game Saved");
}
}