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@serprex serprex commented Jun 2, 2025

Introduces slider to scale timers (sections where there's tick tocking)

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@serprex serprex force-pushed the difficult-fire-timer branch 2 times, most recently from c8c7fc0 to e98aa27 Compare June 2, 2025 05:28
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serprex commented Jun 2, 2025

only now realizing this is a bit ambiguous with the fire timer which goron tunic protects link from

also will probably want to reuse this for the timed jets in water temple, so probably should come up with a more generic name. SwitchTimerMultiplier?

@serprex serprex force-pushed the difficult-fire-timer branch from e98aa27 to b1e7563 Compare June 2, 2025 05:49
@serprex serprex changed the title Difficulty: FireTimerMultiplier Difficulty: SwitchTimerMultiplier Jun 3, 2025
@serprex serprex force-pushed the difficult-fire-timer branch 2 times, most recently from 0564f88 to bbb4bb9 Compare June 5, 2025 02:12
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serprex commented Jun 5, 2025

Updated with some other places where countdown noise happens. Such as Dampe Race, which is still too tight even without fireballs since rubberbanding means optimizing earlier sections of race doesn't really help

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LGTM, the only thing I don't know if should be covered by this that isn't is the GTG eye statue's eyes reverting, but that's something of an edge case and probably should be handled elsewhere.

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serprex commented Jun 8, 2025

@Pepper0ni added commit to scale gtg eye statues

Tempted to make this apply to torches too, useful for water temple & spirit temple, but at least Din's can cheese those. Halved torch timers could be fun for difficulty tho

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Pepper0ni commented Jun 8, 2025

Cool, I would just add a note on the tooltip as it might not be obvious(probably mention dampe's gates too, as that's not a switch). I mentioned it as most timers would come under a specific minigame, on screen timer, switch timer or torch timer, but the eye statue doesn't fit in any of them, switch is just closest as other eye switches use that. I wasn't sure if it was worth edge casing that separately or just merging it to curb option bloat.

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I'd like a bit of implementation unification, just for uniformity of code. Some places you have the check for != 0 or > 0 wrapped in the VB_SHOULD, others you don't. I don't particularly care which, and I don't think it would make a performance difference either way, though.

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serprex commented Jun 11, 2025

@Malkierian updated 5 files with having condition passed as should. The code itself is somewhat inconsistent, at first I was hoping they'd all use DECR macro, but turns out only fire circles use that. A few are unconditional. But hopefully this way comes off as consistent insofar as it is practical while avoiding needless indentation / maintaining original code's layout

@serprex serprex force-pushed the difficult-fire-timer branch from 3a0589b to 23c5803 Compare June 11, 2025 22:19
@serprex serprex force-pushed the difficult-fire-timer branch from 23c5803 to b53b742 Compare June 11, 2025 22:19
@Malkierian Malkierian merged commit 330e641 into HarbourMasters:develop Jun 15, 2025
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krazyjakee pushed a commit to krazyjakee/OOT that referenced this pull request Sep 6, 2025
* Difficulty: FireTimerMultiplier

Introduces slider to adjust timer on fire walls resetting switches

* rename, add more timers

* also shadow trial, dampe race, deku water

* avoid decrementing timer to 0, which with BgMizu can cause timer to go below 0 & break

* gtg eye statue

* also scale torches

* tooltip

* Limit difficulty: torches stop at -3 & shadow temple torch puzzle stops at -4

* put timer condition as should when convenient
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3 participants