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Randomizer - Shuffle Roll #5956
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TODO New model for items
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@Pepper0ni was thinking we could make this progressive (no roll, bonk KO, no bonk KO) I've been hesitant here since figuring out what logic depends on rolling jumps will be tedious For custom model, a dice should be straightforward, but maybe a bit too much lateral thinking. An arrow going in a circle should be enough (edit: didn't see you already cobbled together a custom model, that works too) |
soh/soh/Enhancements/game-interactor/vanilla-behavior/GIVanillaBehavior.h
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This does sound like a good time to implement bonk damage logic, and can agree with wanting BONKO first then everything else to minimize navigation logic headaches. I think we will want to handle the various "basic movement" shuffles together as we can check for everything at the same time. |
…aBehavior.h Co-authored-by: Philip Dubé <[email protected]>
so this would have to be done on another branch and by who? |
Co-authored-by: Philip Dubé <[email protected]>
Add new setting randomizer "Shuffle Roll", shuffle ability do a roll for Link
Logic update for Tree and Break Crates
I am not against feedback or ideas for the custom model
And for All language Translation
And for logic
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