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Leveled 1.1.0 #2

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@Arrenton Arrenton commented Jul 5, 2023

v1.0.2:

  • Updated to Ship-develop 7.1.0 Commit 37f9c89

v1.0.2.1:

  • Attempt to clarify some of the settings of the mod.
  • Added displaying the level of the player on the file select.

v1.0.2.2:

  • Added option for displaying the EXP required for next level on the HUD.
  • Fixed crash when dying to Stalfos in the Forest Temple.

v1.0.2.3:

  • Fixed crash in randomizer when creating save when you have a heart container as a starting item.

v1.1.0:

  • Adjusted EXP table and gain to reduce the need for grinding, meaning faster level gain.
  • Scenes now have set levels depending on certain conditions.
  • Enemy levels are no longer fixed and have a modifier instead. They will be set by the scene level then changed according to their modifier. This will allow for more dynamically assigned levels.
  • Changed the forward slash divider for HP and MP in the equip menu to be an actual forward slash instead of the digit 1.

Please ignore soh.otr.zip, it is not needed. Download the version for your OS.

Build Artifacts

@Arrenton Arrenton changed the title Added Leveled Code Leveled 1.0.2 Jul 5, 2023
@AlexFox1996
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The download for Soh.otr.zip has expired

@Arrenton Arrenton changed the title Leveled 1.0.2 Leveled 1.0.3 Sep 2, 2023
@Arrenton Arrenton changed the title Leveled 1.0.3 Leveled 1.0.4 Oct 7, 2023
@Arrenton Arrenton changed the title Leveled 1.0.4 Leveled 1.0.2.2 Oct 7, 2023
@Arrenton Arrenton changed the title Leveled 1.0.2.2 Leveled 1.0.2.3 Oct 9, 2023
…evel. Allowing for more dynamic assignments of levels.

EXP table and rate of gain adjusted for reduced need for grinding. Changed the '/' texture in the stats menu.
@Arrenton Arrenton changed the title Leveled 1.0.2.3 Leveled 1.0.3.0 Nov 10, 2023
@Arrenton Arrenton changed the title Leveled 1.0.3.0 Leveled 1.1.0 Nov 10, 2023
Arrenton pushed a commit that referenced this pull request Aug 22, 2024
* Pause Warp Enhancement

This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu.

- Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature.
- Implement IsStateValid function for state validation.
- Implement ResetStateFlags function to reset all state flags to default values.
- Add InitiateWarp function to handle the initiation of warp sequences.
- Implement HandleWarpConfirmation function to confirm and execute warp actions.
- Implement HandleCooldowns function to manage various cooldown timers.
- Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality.
- Map warp song messages to in-game text messages.

* Warp Song Check

-Now if you do not have a warp song you won't be able to select the empty slot and still teleport.

* Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE

-When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel.
-Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state.

* Feedback Update

-A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open
-Moved pauswarp.c to the Enhancements folder
-Removed from graph.c

PR Change:
Changing to the main branch instead of sulu

* Feedback Update #2

-Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame
-Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function
-Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function
-Refactored the code some

* Linux Compile Issue

-Added a missing header that was causing a compile issue for linux
-Hopefully, it won't crash

* Minor Bug Fix

-Now link won't get soft locked when warping to the same location twice

* Update libultraship

* Revert "Update libultraship"

This reverts commit 746fc23.

* Bug Fix
-Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory.

* WIP

* Done unless I'm missing headers

* now we done

* clean up, these arn't needed anymore

* Rename OnPauseMenu to OnKaleidoUpdate
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3 participants