Skip to content

Conversation

@TheLynk
Copy link
Contributor

@TheLynk TheLynk commented Nov 12, 2025

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

RollAnimation.mp4

Build Artifacts

@serprex
Copy link
Contributor

serprex commented Nov 12, 2025

@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)

@Pepper0ni
Copy link
Contributor

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.

@TheLynk
Copy link
Contributor Author

TheLynk commented Nov 12, 2025

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.

so this would have to be done on another branch and by who?

@TheLynk TheLynk mentioned this pull request Dec 2, 2025
@TheLynk
Copy link
Contributor Author

TheLynk commented Dec 7, 2025

from memory I think I have a line that is no longer useful in draw.cpp that I can remove but I will do that later

Copy link
Contributor

@serprex serprex left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

#5987 is an example of trick using rolling jump, but I've been paying attention lately & I don't see rolling jumps being base logic. I think we can merge this as is. There is the question of tricks involving setups that involve rolls/siderolls. But okay for that to be out of scope

ROLL_ANIMATION_LIMBS);
}

// Animation manuelle avec les frames capturées
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

comments should be English

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Oups sorry

#define ROLL_ANIMATION_FRAMES 20
#define ROLL_ANIMATION_LIMBS 22

static const Vec3s rollAnimationData[ROLL_ANIMATION_FRAMES][ROLL_ANIMATION_LIMBS] = {
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

where did this data come from?

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I had done a piece of work to capture the animation of link when he rolls and then I retrieved the results of capturing the data to use them for the model

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It'd be useful to have that made available somewhere so we can apply it for other shuffle items

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Okay, well I'll put it in a separate file so the other developers can use it.

@serprex serprex requested a review from Caladius December 31, 2025 20:16
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

3 participants