Finish off enemy souls#17
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Caladius merged 42 commits intoCaladius:develop-enemy-souls-v2from Jan 1, 2026
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* slight redesign * feedback update * another feedback update * feedback update
* port message viewer * clean up UI and add raw message inspector * Word Wrapping (HarbourMasters#11) * feedback update --------- Co-authored-by: Caladius <Caladius@users.noreply.github.com>
* Logically gate Gorman grass behind aliens * Fix reverse connection condition
Re-implement Boss07 reset func
* port dl viewer * feedback + redesign * feedback update --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Skip Woodfall Clear cutscene on repeats * Forgot a flag
…ge (HarbourMasters#1382) black box till left or right analog stick angle values text is enabled. Fixed issue where the analog stick text vertical wasn't set to its default position. Move the Input Viewer window default position up so the analog stick text is visible and not a black box due to being considered off the game window when the left or right analog stick angle values text is enabled.
…1383) * Add option to skip the soaring cutscene when warping * Make hook functions static * Move entrances array to ShipUtils
* Skip Hungry Goron's forced dialogue * Oops - remove all that build-related stuff
…ers#1387) * Bugfix: Don't skip Dotour's entry into Bomber's Notebook * Oops, forgot to flip condition for setting should * Or, to be less confusing, rename function to match * Move comment explaining skip logic
…HarbourMasters#1376) * Add options to tweak the Swamp Boat Archery minigame * Add missing include * Adjustments to score widget * Move health CVar to VB hook * Change timing of score reset to before first attempt * Add option to make Koume invincible * Add condition to Koume's health hook
* Organize `GIVanillaBehavior` enum * Add disparate conditions on `VB_BE_NEAR_DOOR` Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Embed enemy drop checks into individual Regions Exclude tooltips from enemy drops in check tracker * Shuffle the rest of the enemies * Move Gold Skulltula condition * Clean up and fix enemy drop check minimum value * Name Real Bombchu drops for consistency with souls * Update documentation
* Fix cow softlock when cows are not shuffled * Make the cow hooks themselves conditional
…ourMasters#890) * Add enhancement to remember location on save/load * Fix Inverted STT goof, apply hook suggestion * Fix pause saves after leaving grottos * Address feedback, use ShipInit
…urMasters#1365) * [Controls] Port Modifier Buttons from SoH. * Adds "M1" and "M2" buttons extra buttons like the y and x buttons on the GameCube Controller, or a keyboard key can be assigned. Port Speed Modifiers from SoH. When Walk Speed Modifier is enabled Link's walk speed will be increased depending on the "Walk Modifier 1 or Modifier 2" setting. "Walk Modifier 1" is "M1". "Walk Modifier 2" is "M2". Default:100% Max:1500% Min:0% When Swim Speed Modifier is enabled Link's swim speed will be increased depending on the "Swim Modifier 1 or Modifier 2" setting. "Swim Modifier 1 is M1. "Swim Modifier 2 is M2. Default:100% Max:875% Min:0% "Toggle modifier instead of holding" setting will keep the Modifier active till the modifier button is pressed again. Modifier button toggles are reset when 2S2H is reset. * Ran Clang Format * Renamed "initWalkSpeedFunc" to "initFunc" in "LinkSpeedModifier.cpp" * Made changes based on mckinlee's suggestions. * Made it so only one Modifier button is toggled at a time. For example if you press "M1" it will untoggle "M2" * Removed "mModifierButtonsBitmasks" in "BenInputEditorWindow.cpp" wasn't needed. Fixed issue with "COND_VB_SHOULD(VB_SPEED_MODIFIER_SWIM," forgot to set "*should" Ran Clang Format. * Revert BTN_CUSTOM_MODIFIER1 back to 0x0040 Revert BTN_CUSTOM_MODIFIER2 back to 0x0080 * Moved "VB_SPEED_MODIFIER_WALK" and "VB_SPEED_MODIFIER_WALK" to "GameInteractor_VanillaBehavior.h" * Made changes suggested by Eblo.
* Add hook file for Pause Save * Correct CVar default * Add missing include
Added static map to maintain filter state for each combobox instance.
…1279) * first pass of masks required to fight majora * adding in moon access options * Update mm/2s2h/Rando/Logic/Regions/Moon.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * streamlined the menu to always show moon and masks count. Also ran the clang formatter * Update mm/2s2h/Rando/Logic/Regions/Moon.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/StaticData/Options.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Types.h Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Types.h Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Types.h Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Rando/Menu.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* Migrated changes made in other PR * CAN_BE_ZORA, not (CAN_BE_ZORA && CAN_USE_SWORD)
…#1409) * Skip racing the younger beaver brother. * Update mm/2s2h/Enhancements/Minigames/BeaverRace.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> * Update mm/2s2h/Enhancements/Minigames/BeaverRace.cpp Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com> --------- Co-authored-by: Eblo <7004497+Eblo@users.noreply.github.com>
* initial implementation * feedback * feedback 2
…op-mion-into-develop
…nto-develop Merge develop-mion->develop
Stub out enemy draw funcs Use macros to streamline existing skeleton inits Logically account for enemy souls in CanKillEnemy Fix logical quirk with Ikana ice arrows
Make soul RIs contiguous, separate boss and enemy Ignore target color for EnInvadepoh Remove Real Bombchus and Flying Pots for now Require Gekko and Snapper souls for beating both
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This includes a bunch of develop commits from a merge. Ignore those; the first relevant commit is
40c07ad. My goal is, if this looks good to you, it gets merged into your branch, and then I can review/merge your upstream PR.What's changed:
VB_PERFORM_AC_COLLISION. This fixes almost every edge case we had, as it just ignores damaging collision entirelyCanKillEnemyNot done:
Note to self: add Gomess enemy drop to pair with the soul
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