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@mckinlee mckinlee commented Dec 30, 2025

This simply switches out the item drops to be recovery hearts if the player has drank the Chateau. An additional benefit of this, is that if the player is at max health the vanilla logic will switch the recovery heart out for a rupee instead.

This is a potential solution to #1406

TODO

  • Add support for a rupees only option per Jordan's request.

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@Caladius
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This is nice, a simpler implementation of the junk items customization PR I'll probably never finish lol

@JordanLongstaff
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Maybe make this option a combobox? I personally have reservations about making recovery hearts spawn more often, so I'd prefer spawning green Rupees instead. But some people may have different preferences.

@mckinlee
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Maybe make this option a combobox? I personally have reservations about making recovery hearts spawn more often, so I'd prefer spawning green Rupees instead. But some people may have different preferences.

What are your reservations out of curiosity?

@JordanLongstaff
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What are your reservations out of curiosity?

Just that it makes it easier to get hearts. That inherently makes the game even easier than infinite magic alone.

@mckinlee
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What are your reservations out of curiosity?

Just that it makes it easier to get hearts. That inherently makes the game even easier than infinite magic alone.

Added a TODO for it.

@mckinlee
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mckinlee commented Jan 2, 2026

What are your reservations out of curiosity?

Just that it makes it easier to get hearts. That inherently makes the game even easier than infinite magic alone.

Added a TODO for it.

Just added it, fyi

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Not to scope creep, moreso food for thought: any reason to have these two hard options? The Chateau situation is a little specific. It might be better to just have a generic toggle that handles random drops based on the player's status. I realize that starts to overlap with the junk customization options PR, though this PR differs in that it applies to vanilla and non-shuffled item drops. At the very least, I would appreciate being able to substitute magic drops with arrows if I'm Chateau'd lol

If your answer invalidates some of my feedback, then feel free to disregard said feedback.

Comment on lines +164 to +166
"Off",
"Recovery Heart",
"Green Rupee",
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Suggested change
"Off",
"Recovery Heart",
"Green Rupee",
"Off", // DISABLE_MAGIC_DROPS_OFF
"Recovery Heart", // DISABLE_MAGIC_DROPS_RECOVERY_HEART,
"Green Rupee", // DISABLE_MAGIC_DROPS_GREEN_RUPEE

// dropId
// ```
// #### `args`
// - `s16*` (dropId)
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Suggested change
// - `s16*` (dropId)
// - `*s16` (dropId)

}

s16 func_800A7650(s16 dropId) {
GameInteractor_Should(VB_ITEM00_GET_DROP_ID, true, &dropId);
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While I know you're not directly pre-empting vanilla behavior in the enhancement, maybe this should wrap everything before the final return.

@mckinlee
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mckinlee commented Jan 7, 2026

Not to scope creep, moreso food for thought: any reason to have these two hard options? The Chateau situation is a little specific. It might be better to just have a generic toggle that handles random drops based on the player's status. I realize that starts to overlap with the junk customization options PR, though this PR differs in that it applies to vanilla and non-shuffled item drops. At the very least, I would appreciate being able to substitute magic drops with arrows if I'm Chateau'd lol

If your answer invalidates some of my feedback, then feel free to disregard said feedback.

I wanna make sure I'm interpreting your feedback correctly. What is your vision? Give me the big picture.

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4 participants