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Additions and fixes for the German translation in several files (#5173)
* Additions and fixes for the German translation in item_list.cpp * Additions and fixes for the German translation in hint_list_exclude_dungeon.cpp * Additions and fixes for the German translation in hint_list_exclude_overworld.cpp * Additions and fixes for the German translation in hint_list_item.cpp * Additions and fixes for the German translation in randomizer.cpp * Additions and fixes for the German translation in randomizer.cpp * Fix for the French translation in item_list.cpp * Additions and fixes for the German translation in hint_list_exclude_dungeon.cpp * Fixes for the English text in settings.cpp * Fixes for the English text in SohMenuEnhancements.cpp * Fixes for the English text in SohMenuDevTools.cpp * Fixes for the English text in SohMenuRandomizer.cpp * Fixes for the English text in ResolutionEditor.cpp * Fixes for the English text in enemyrandomizer.cpp * Fixes for the English text in gameplaystats.cpp * Fixes for the English text in savefile.cpp * Fixes for the English text in enemyrandomizer.cpp * Fix for the English text in SohMenuEnhancements.cpp Co-authored-by: aMannus <mannusmenting@gmail.com> --------- Co-authored-by: aMannus <mannusmenting@gmail.com>
This commit is contained in:
parent
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13 changed files with 370 additions and 346 deletions
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@ -42,18 +42,18 @@ const char* enemyCVarList[] = {
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};
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};
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const char* enemyNameList[] = {
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const char* enemyNameList[] = {
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"Armos", "Arwing", "Baby Dodongo", "Bari",
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"Armos", "Arwing", "Baby Dodongo", "Bari",
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"Beamos", "Big Skulltula", "Stalchild (Big)", "Biri",
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"Beamos", "Big Skulltula", "Stalchild (Big)", "Biri",
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"Iron Knuckle (Black)", "Blue Tektite", "Bubble", "Club Moblin",
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"Iron Knuckle (Black)", "Blue Tektite", "Bubble", "Club Moblin",
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"Dark Link", "Dinolfos", "Dodongo", "Fire Keese",
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"Dark Link", "Dinolfos", "Dodongo", "Fire Keese",
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"Floor Tile", "Floormaster", "Flying Peahat", "Flying Pot",
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"Floor Tile", "Floormaster", "Flying Peahat", "Flying Pot",
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"Freezard", "Gibdo", "Gohma Larva", "Guay",
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"Freezard", "Gibdo", "Gohma Larva", "Guay",
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"Ice Keese", "Invisible Skulltula", "Keese", "Large Deku Baba",
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"Ice Keese", "Invisible Skulltula", "Keese", "Large Deku Baba",
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"Like-Like", "Lizalfos", "Mad Scrub", "Wolfos (Normal)",
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"Like-Like", "Lizalfos", "Mad Scrub", "Wolfos (Normal)",
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"Peahat Larva", "Redead", "Red Tektite", "Shabom",
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"Peahat Larva", "Redead", "Red Tektite", "Shabom",
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"ShellBlade", "Skulltula", "Small Deku Baba", "Stalchild (Small)",
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"Shell Blade", "Skulltula", "Small Deku Baba", "Stalchild (Small)",
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"Spike", "Stalfos", "Stinger", "Tailparasan",
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"Spike", "Stalfos", "Stinger", "Tailpasaran",
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"Torch Slug", "Wallmaster", "Iron Knuckle (White)", "Wolfos (White)",
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"Torch Slug", "Wallmaster", "Iron Knuckle (White)", "Wolfos (White)",
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"Withered Deku Baba",
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"Withered Deku Baba",
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};
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};
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@ -80,7 +80,7 @@ static EnemyEntry randomizedEnemySpawnTable[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] =
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{ ACTOR_EN_TUBO_TRAP, 0 }, // Flying pot
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{ ACTOR_EN_TUBO_TRAP, 0 }, // Flying pot
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{ ACTOR_EN_FZ, 0 }, // Freezard
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{ ACTOR_EN_FZ, 0 }, // Freezard
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{ ACTOR_EN_RD, 32766 }, // Gibdo (standing)
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{ ACTOR_EN_RD, 32766 }, // Gibdo (standing)
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{ ACTOR_EN_GOMA, 7 }, // Gohma larva (non-gohma rooms)
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{ ACTOR_EN_GOMA, 7 }, // Gohma Larva (Non-Gohma rooms)
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{ ACTOR_EN_CROW, 0 }, // Guay
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{ ACTOR_EN_CROW, 0 }, // Guay
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{ ACTOR_EN_FIREFLY, 4 }, // Ice Keese
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{ ACTOR_EN_FIREFLY, 4 }, // Ice Keese
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{ ACTOR_EN_ST, 2 }, // Skulltula (invisible)
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{ ACTOR_EN_ST, 2 }, // Skulltula (invisible)
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@ -102,7 +102,7 @@ static EnemyEntry randomizedEnemySpawnTable[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] =
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{ ACTOR_EN_NY, 0 }, // Spike (rolling enemy)
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{ ACTOR_EN_NY, 0 }, // Spike (rolling enemy)
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{ ACTOR_EN_TEST, 2 }, // Stalfos
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{ ACTOR_EN_TEST, 2 }, // Stalfos
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{ ACTOR_EN_EIYER, 10 }, // Stinger (land) (One in formation, sink under floor and do not activate)
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{ ACTOR_EN_EIYER, 10 }, // Stinger (land) (One in formation, sink under floor and do not activate)
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{ ACTOR_EN_TP, -1 }, // Electric Tailparasan
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{ ACTOR_EN_TP, -1 }, // Electric Tailpasaran
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{ ACTOR_EN_BW, 0 }, // Torch Slug
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{ ACTOR_EN_BW, 0 }, // Torch Slug
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{ ACTOR_EN_WALLMAS, 1 }, // Wallmaster
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{ ACTOR_EN_WALLMAS, 1 }, // Wallmaster
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{ ACTOR_EN_WF, 1 }, // Wolfos (white)
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{ ACTOR_EN_WF, 1 }, // Wolfos (white)
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@ -120,19 +120,19 @@ static int enemiesToRandomize[] = {
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ACTOR_EN_FIREFLY, // Keese (including fire/ice)
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ACTOR_EN_FIREFLY, // Keese (including fire/ice)
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ACTOR_EN_TEST, // Stalfos
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ACTOR_EN_TEST, // Stalfos
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ACTOR_EN_TITE, // Tektite
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ACTOR_EN_TITE, // Tektite
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ACTOR_EN_POH, // Poe (normal, blue rupee, composers
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ACTOR_EN_POH, // Poe (normal, blue rupee, composers)
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ACTOR_EN_OKUTA, // Octorok
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ACTOR_EN_OKUTA, // Octorok
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ACTOR_EN_WALLMAS, // Wallmaster
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ACTOR_EN_WALLMAS, // Wallmaster
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ACTOR_EN_DODONGO, // Dodongo
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ACTOR_EN_DODONGO, // Dodongo
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// ACTOR_EN_REEBA, // Leever (reliant on spawner (z_e_encount1.c)
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// ACTOR_EN_REEBA, // Leever (reliant on spawner (z_e_encount1.c)
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ACTOR_EN_PEEHAT, // Flying Peahat, big one spawning larva, larva
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ACTOR_EN_PEEHAT, // Flying Peahat, big one spawning larva, larva
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ACTOR_EN_ZF, // Lizalfos, dinolfos
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ACTOR_EN_ZF, // Lizalfos, Dinolfos
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ACTOR_EN_GOMA, // Gohma larva (normal, eggs, gohma eggs)
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ACTOR_EN_GOMA, // Gohma Larva (normal, eggs, gohma eggs)
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ACTOR_EN_BUBBLE, // Shabom (bubble)
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ACTOR_EN_BUBBLE, // Shabom (bubble)
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ACTOR_EN_DODOJR, // Baby Dodongo
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ACTOR_EN_DODOJR, // Baby Dodongo
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ACTOR_EN_TORCH2, // Dark Link
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ACTOR_EN_TORCH2, // Dark Link
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ACTOR_EN_BILI, // Biri (small jellyfish)
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ACTOR_EN_BILI, // Biri (small jellyfish)
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ACTOR_EN_TP, // Electric Tailparasan
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ACTOR_EN_TP, // Electric Tailpasaran
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ACTOR_EN_ST, // Skulltula (normal, big, invisible)
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ACTOR_EN_ST, // Skulltula (normal, big, invisible)
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ACTOR_EN_BW, // Torch Slug
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ACTOR_EN_BW, // Torch Slug
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ACTOR_EN_EIYER, // Stinger (land)
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ACTOR_EN_EIYER, // Stinger (land)
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@ -147,7 +147,7 @@ static int enemiesToRandomize[] = {
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ACTOR_EN_FLOORMAS, // Floormaster
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ACTOR_EN_FLOORMAS, // Floormaster
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ACTOR_EN_RD, // Redead, Gibdo
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ACTOR_EN_RD, // Redead, Gibdo
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ACTOR_EN_SW, // Skullwalltula
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ACTOR_EN_SW, // Skullwalltula
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// ACTOR_EN_FD, // Flare Dancer (can be randomized, but not randomized to, so keeping it in vanilla locations means it atleast shows up in the game
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// ACTOR_EN_FD, // Flare Dancer (can be randomized, but not randomized to, so keeping it in vanilla locations means it at least shows up in the game)
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ACTOR_EN_SB, // Shell Blade
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ACTOR_EN_SB, // Shell Blade
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ACTOR_EN_KAREBABA, // Withered Deku Baba
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ACTOR_EN_KAREBABA, // Withered Deku Baba
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ACTOR_EN_RR, // Like-Like
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ACTOR_EN_RR, // Like-Like
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@ -156,7 +156,7 @@ static int enemiesToRandomize[] = {
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ACTOR_EN_TUBO_TRAP, // Flying pot
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ACTOR_EN_TUBO_TRAP, // Flying pot
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ACTOR_EN_FZ, // Freezard
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ACTOR_EN_FZ, // Freezard
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ACTOR_EN_WEIYER, // Stinger (Water)
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ACTOR_EN_WEIYER, // Stinger (Water)
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ACTOR_EN_HINTNUTS, // Hint deku scrubs
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ACTOR_EN_HINTNUTS, // Hint Deku Scrubs
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ACTOR_EN_WF, // Wolfos
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ACTOR_EN_WF, // Wolfos
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ACTOR_EN_SKB, // Stalchild
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ACTOR_EN_SKB, // Stalchild
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ACTOR_EN_CROW // Guay
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ACTOR_EN_CROW // Guay
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@ -169,8 +169,8 @@ extern "C" uint8_t GetRandomizedEnemy(PlayState* play, int16_t *actorId, f32 *po
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// Hack to remove enemies that wrongfully spawn because of bypassing object dependency with enemy randomizer on.
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// Hack to remove enemies that wrongfully spawn because of bypassing object dependency with enemy randomizer on.
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// This should probably be handled on OTR generation in the future when object dependency is fully removed.
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// This should probably be handled on OTR generation in the future when object dependency is fully removed.
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// Remove bats and skulltulas from graveyard.
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// Remove bats and Skulltulas from graveyard.
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// Remove octorok in lost woods.
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// Remove Octorok in Lost Woods.
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if (((*actorId == ACTOR_EN_FIREFLY || (*actorId == ACTOR_EN_SW && *params == 0)) && play->sceneNum == SCENE_GRAVEYARD) ||
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if (((*actorId == ACTOR_EN_FIREFLY || (*actorId == ACTOR_EN_SW && *params == 0)) && play->sceneNum == SCENE_GRAVEYARD) ||
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(*actorId == ACTOR_EN_OKUTA && play->sceneNum == SCENE_LOST_WOODS)) {
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(*actorId == ACTOR_EN_OKUTA && play->sceneNum == SCENE_LOST_WOODS)) {
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return 0;
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return 0;
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@ -251,13 +251,13 @@ extern "C" uint8_t GetRandomizedEnemy(PlayState* play, int16_t *actorId, f32 *po
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case ACTOR_EN_VALI:
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case ACTOR_EN_VALI:
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*posY = *posY + 300;
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*posY = *posY + 300;
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break;
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break;
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// Spawn peahat off the ground, otherwise it kills itself by colliding with the ground.
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// Spawn Peahat off the ground, otherwise it kills itself by colliding with the ground.
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case ACTOR_EN_PEEHAT:
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case ACTOR_EN_PEEHAT:
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if (*params == 1) {
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if (*params == 1) {
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*posY = *posY + 100;
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*posY = *posY + 100;
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}
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}
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break;
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break;
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// Spawn skulltulas off the ground.
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// Spawn Skulltulas off the ground.
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case ACTOR_EN_ST:
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case ACTOR_EN_ST:
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*posY = *posY + 200;
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*posY = *posY + 200;
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break;
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break;
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@ -327,14 +327,14 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
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// Only randomize the main component of Electric Tailparasans, not the tail segments they spawn.
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// Only randomize the main component of Electric Tailparasans, not the tail segments they spawn.
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case ACTOR_EN_TP:
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case ACTOR_EN_TP:
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return (params == -1);
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return (params == -1);
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// Only randomize the initial deku scrub actor (single and triple attack), not the flower they spawn.
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// Only randomize the initial Deku Scrub actor (single and triple attack), not the flower they spawn.
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case ACTOR_EN_DEKUNUTS:
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case ACTOR_EN_DEKUNUTS:
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return (params == -256 || params == 768);
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return (params == -256 || params == 768);
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// Don't randomize the OoB wallmaster in the silver rupee room because it's only there to
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// Don't randomize the OoB wallmaster in the Silver Rupee room because it's only there to
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// not trigger unlocking the door after killing the other wallmaster in authentic gameplay.
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// not trigger unlocking the door after killing the other wallmaster in authentic gameplay.
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case ACTOR_EN_WALLMAS:
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case ACTOR_EN_WALLMAS:
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return (!(!isMQ && sceneNum == SCENE_GERUDO_TRAINING_GROUND && roomNum == 2 && posX == -2345));
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return (!(!isMQ && sceneNum == SCENE_GERUDO_TRAINING_GROUND && roomNum == 2 && posX == -2345));
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// Only randomize initial floormaster actor (it can split and does some spawning on init).
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// Only randomize initial Floormaster actor (it can split and does some spawning on init).
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case ACTOR_EN_FLOORMAS:
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case ACTOR_EN_FLOORMAS:
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return (params == 0 || params == -32768);
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return (params == 0 || params == -32768);
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// Only randomize the initial eggs, not the enemies that spawn from them.
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// Only randomize the initial eggs, not the enemies that spawn from them.
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@ -348,10 +348,10 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
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// break the thrones in the room to access a button.
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// break the thrones in the room to access a button.
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case ACTOR_EN_IK:
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case ACTOR_EN_IK:
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return (params != 1280 && !(isMQ && sceneNum == SCENE_INSIDE_GANONS_CASTLE && roomNum == 17));
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return (params != 1280 && !(isMQ && sceneNum == SCENE_INSIDE_GANONS_CASTLE && roomNum == 17));
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// Only randomize the intitial spawn of the huge jellyfish. It spawns another copy when hit with a sword.
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// Only randomize the initial spawn of the huge jellyfish. It spawns another copy when hit with a sword.
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case ACTOR_EN_VALI:
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case ACTOR_EN_VALI:
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return (params == -1);
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return (params == -1);
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// Don't randomize lizalfos in Doodong's Cavern because the gates won't work correctly otherwise.
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// Don't randomize Lizalfos in Dodongo's Cavern because the gates won't work correctly otherwise.
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case ACTOR_EN_ZF:
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case ACTOR_EN_ZF:
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return (params != 1280 && params != 1281 && params != 1536 && params != 1537);
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return (params != 1280 && params != 1281 && params != 1536 && params != 1537);
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// Don't randomize the Wolfos in SFM because it's needed to open the gate.
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// Don't randomize the Wolfos in SFM because it's needed to open the gate.
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@ -363,7 +363,7 @@ bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId,
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case ACTOR_EN_TEST:
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case ACTOR_EN_TEST:
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return (params != 1 && !(sceneNum == SCENE_SHADOW_TEMPLE && roomNum == 21));
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return (params != 1 && !(sceneNum == SCENE_SHADOW_TEMPLE && roomNum == 21));
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// Only randomize the enemy variant of Armos Statue.
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// Only randomize the enemy variant of Armos Statue.
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// Leave one Armos unrandomized in the Spirit Temple room where an armos is needed to push down a button
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// Leave one Armos unrandomized in the Spirit Temple room where an armos is needed to push down a button.
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case ACTOR_EN_AM:
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case ACTOR_EN_AM:
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return ((params == -1 || params == 255) && !(sceneNum == SCENE_SPIRIT_TEMPLE && posX == 2141));
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return ((params == -1 || params == 255) && !(sceneNum == SCENE_SPIRIT_TEMPLE && posX == 2141));
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// Don't randomize Shell Blades and Spikes in the underwater portion in Water Temple as it's impossible to kill
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// Don't randomize Shell Blades and Spikes in the underwater portion in Water Temple as it's impossible to kill
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@ -385,9 +385,9 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
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uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(sceneNum);
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uint32_t isMQ = ResourceMgr_IsSceneMasterQuest(sceneNum);
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// Freezard - Child Link can only kill this with jump slash deku sticks or other equipment like bombs.
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// Freezard - Child Link can only kill this with jump slash Deku Sticks or other equipment like bombs.
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// Beamos - Needs bombs.
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// Beamos - Needs bombs.
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// Shell Blade & Spike - Child link can't kill these with sword or deku stick.
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// Shell Blade & Spike - Child Link can't kill these with sword or Deku Stick.
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// Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
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// Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
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// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
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// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
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// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
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// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
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!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 3 || roomNum == 5 || roomNum == 10)) &&
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!(!isMQ && enemiesToExcludeClearRooms && (roomNum == 3 || roomNum == 5 || roomNum == 10)) &&
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!(isMQ && enemiesToExcludeTimedRooms && (roomNum == 1 || roomNum == 3 || roomNum == 5 || roomNum == 7)) &&
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!(isMQ && enemiesToExcludeTimedRooms && (roomNum == 1 || roomNum == 3 || roomNum == 5 || roomNum == 7)) &&
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!(isMQ && enemiesToExcludeClearRooms && roomNum == 10));
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!(isMQ && enemiesToExcludeClearRooms && roomNum == 10));
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// Don't allow certain enemies in Ganon's Tower because they would spawn up on the ceilling,
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// Don't allow certain enemies in Ganon's Tower because they would spawn up on the ceiling,
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// becoming impossible to kill.
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// becoming impossible to kill.
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// Ganon's Tower.
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// Ganon's Tower.
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case SCENE_GANONS_TOWER:
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case SCENE_GANONS_TOWER:
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@ -462,8 +462,8 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
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// Ganon's Tower Escape.
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// Ganon's Tower Escape.
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
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return (!((enemiesToExcludeTimedRooms || (enemy.id == ACTOR_EN_ZF && enemy.params == -1)) && roomNum == 1));
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return (!((enemiesToExcludeTimedRooms || (enemy.id == ACTOR_EN_ZF && enemy.params == -1)) && roomNum == 1));
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// Don't allow big stalchildren, big peahats and the large Bari (jellyfish) during the Gohma fight because they can clip into Gohma
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// Don't allow big Stalchildren, big Peahats and the large Bari (jellyfish) during the Gohma fight because they can clip into Gohma
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// and it crashes the game. Likely because Gohma on the ceilling can't handle collision with other enemies.
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// and it crashes the game. Likely because Gohma on the ceiling can't handle collision with other enemies.
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DEKU_TREE_BOSS:
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return (!enemiesToExcludeTimedRooms && !(enemy.id == ACTOR_EN_SKB && enemy.params == 20) &&
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return (!enemiesToExcludeTimedRooms && !(enemy.id == ACTOR_EN_SKB && enemy.params == 20) &&
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!(enemy.id == ACTOR_EN_PEEHAT && enemy.params == -1));
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!(enemy.id == ACTOR_EN_PEEHAT && enemy.params == -1));
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@ -35,7 +35,7 @@ const char* const sceneMappings[] = {
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"Ice Cavern",
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"Ice Cavern",
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"Ganon's Tower",
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"Ganon's Tower",
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"Gerudo Training Ground",
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"Gerudo Training Ground",
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"Theives' Hideout",
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"Thieves' Hideout",
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"Inside Ganon's Castle",
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"Inside Ganon's Castle",
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"Tower Collapse",
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"Tower Collapse",
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"Castle Collapse",
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"Castle Collapse",
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@ -189,7 +189,7 @@ const char* const countMappings[] = {
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"Poe Sisters:",
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"Poe Sisters:",
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"Redead:",
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"Redead:",
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"Shabom:",
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"Shabom:",
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"Shellblade:",
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"Shell Blade:",
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"Skull Kid:",
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"Skull Kid:",
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"Skulltula:",
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"Skulltula:",
|
||||||
"Skulltula (Big):",
|
"Skulltula (Big):",
|
||||||
|
@ -251,8 +251,8 @@ typedef struct {
|
||||||
}TimestampInfo;
|
}TimestampInfo;
|
||||||
|
|
||||||
// Timestamps are an array of structs, each with a name, time, and color
|
// Timestamps are an array of structs, each with a name, time, and color
|
||||||
// Names and colors are set up at the bottom of this file
|
// Names and colors are set up at the bottom of this file.
|
||||||
// Times are stored in gSaveContext.ship.stats.itemTimestamp
|
// Times are stored in gSaveContext.ship.stats.itemTimestamp.
|
||||||
TimestampInfo itemTimestampDisplay[TIMESTAMP_MAX];
|
TimestampInfo itemTimestampDisplay[TIMESTAMP_MAX];
|
||||||
TimestampInfo sceneTimestampDisplay[8191];
|
TimestampInfo sceneTimestampDisplay[8191];
|
||||||
//std::vector<TimestampInfo> sceneTimestampDisplay;
|
//std::vector<TimestampInfo> sceneTimestampDisplay;
|
||||||
|
@ -427,7 +427,7 @@ const char* ResolveSceneID(int sceneID, int roomID){
|
||||||
return "Big Skulltula Grotto";
|
return "Big Skulltula Grotto";
|
||||||
};
|
};
|
||||||
} else if (sceneID == SCENE_WINDMILL_AND_DAMPES_GRAVE) {
|
} else if (sceneID == SCENE_WINDMILL_AND_DAMPES_GRAVE) {
|
||||||
//Only the last room of Dampe's Grave (rm 6) is considered the windmill
|
//Only the last room of Dampe's Grave (rm 6) is considered the windmill.
|
||||||
return roomID == 6 ? "Windmill" : "Dampe's Grave";
|
return roomID == 6 ? "Windmill" : "Dampe's Grave";
|
||||||
} else if (sceneID < SCENE_ID_MAX) {
|
} else if (sceneID < SCENE_ID_MAX) {
|
||||||
return sceneMappings[sceneID];
|
return sceneMappings[sceneID];
|
||||||
|
@ -625,7 +625,7 @@ void DrawGameplayStatsOptionsTab() {
|
||||||
UIWidgets::CheckboxOptions()
|
UIWidgets::CheckboxOptions()
|
||||||
.Tooltip("Timestamps are relative to starting timestamp rather than in game time, "
|
.Tooltip("Timestamps are relative to starting timestamp rather than in game time, "
|
||||||
"usually necessary for races/speedruns.\n\n"
|
"usually necessary for races/speedruns.\n\n"
|
||||||
"Starting timestamp is on first non-c-up input after intro cutscene.\n\n"
|
"Starting timestamp is on first non-C-up input after intro cutscene.\n\n"
|
||||||
"NOTE: THIS NEEDS TO BE SET BEFORE CREATING A FILE TO TAKE EFFECT")
|
"NOTE: THIS NEEDS TO BE SET BEFORE CREATING A FILE TO TAKE EFFECT")
|
||||||
.Color(THEME_COLOR));
|
.Color(THEME_COLOR));
|
||||||
UIWidgets::CVarCheckbox("Show additional detail timers", CVAR_ENHANCEMENT("GameplayStats.ShowAdditionalTimers"),
|
UIWidgets::CVarCheckbox("Show additional detail timers", CVAR_ENHANCEMENT("GameplayStats.ShowAdditionalTimers"),
|
||||||
|
@ -869,9 +869,9 @@ void GameplayStatsWindow::InitElement() {
|
||||||
SetupDisplayColors();
|
SetupDisplayColors();
|
||||||
|
|
||||||
SaveManager::Instance->AddLoadFunction("sohStats", 1, LoadStatsVersion1);
|
SaveManager::Instance->AddLoadFunction("sohStats", 1, LoadStatsVersion1);
|
||||||
// Add main section save, no parent
|
// Add main section save, no parent.
|
||||||
SaveManager::Instance->AddSaveFunction("sohStats", 1, SaveStats, true, SECTION_PARENT_NONE);
|
SaveManager::Instance->AddSaveFunction("sohStats", 1, SaveStats, true, SECTION_PARENT_NONE);
|
||||||
// Add subsections, parent of "sohStats". Not sure how to do this without the redundant references to "SaveStats"
|
// Add subsections, parent of "sohStats". Not sure how to do this without the redundant references to "SaveStats".
|
||||||
SaveManager::Instance->AddSaveFunction("entrances", 1, SaveStats, false, SECTION_ID_STATS);
|
SaveManager::Instance->AddSaveFunction("entrances", 1, SaveStats, false, SECTION_ID_STATS);
|
||||||
SaveManager::Instance->AddSaveFunction("scenes", 1, SaveStats, false, SECTION_ID_STATS);
|
SaveManager::Instance->AddSaveFunction("scenes", 1, SaveStats, false, SECTION_ID_STATS);
|
||||||
SaveManager::Instance->AddInitFunction(InitStats);
|
SaveManager::Instance->AddInitFunction(InitStats);
|
||||||
|
|
|
@ -120,13 +120,13 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
||||||
// /*spanish*/ Según dicen, un #deku del Gran Árbol Deku# vende #[[1]]#.
|
// /*spanish*/ Según dicen, un #deku del Gran Árbol Deku# vende #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_DEKU_TREE_HEART] = HintText(CustomMessage("They say that a #heart in the Deku Tree# hides #[[1]]#.",
|
hintTextTable[RHT_DEKU_TREE_HEART] = HintText(CustomMessage("They say that a #heart in the Deku Tree# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Herz im Deku-Baum# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #coeur dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #coeur dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
/*--------------------------
|
/*--------------------------
|
||||||
| DODONGOS CAVERN |
|
| DODONGOS CAVERN |
|
||||||
---------------------------*/
|
---------------------------*/
|
||||||
hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("They say that #above King Dodongo# lies #[[1]]#.",
|
hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("They say that #above King Dodongo# lies #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #auf König Dodongo# #[[1]]# läge.",
|
/*german*/ "Man erzählt sich, daß #auf König Dodongo# #[[1]]# läge.",
|
||||||
/*french*/ "Selon moi, #par dessus le Roi Dodongo# gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #par dessus le Roi Dodongo# gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #sobre el Rey Dodongo# yace #[[1]]#.
|
// /*spanish*/ Según dicen, #sobre el Rey Dodongo# yace #[[1]]#.
|
||||||
|
@ -282,19 +282,19 @@ hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("The
|
||||||
// /*spanish*/ Según dicen, un #deku custodiado por Lizalfos# vende #[[1]]#.
|
// /*spanish*/ Según dicen, un #deku custodiado por Lizalfos# vende #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_DODONGOS_CAVERN] = HintText(CustomMessage("They say that a #pot in Dodongo's Cavern# contains #[[1]]#.",
|
hintTextTable[RHT_POT_DODONGOS_CAVERN] = HintText(CustomMessage("They say that a #pot in Dodongo's Cavern# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Dodongos Höhle# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans la Caverne Dodongo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans la Caverne Dodongo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_DODONGOS_CAVERN_HEART] = HintText(CustomMessage("They say that a #heart in Dodongo's Cavern# hides #[[1]]#.",
|
hintTextTable[RHT_DODONGOS_CAVERN_HEART] = HintText(CustomMessage("They say that a #heart in Dodongo's Cavern# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Herz in Dodongos Höhle# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #coeur# dans la Caverne Dodongo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #coeur# dans la Caverne Dodongo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.",
|
hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Spielen einer Melodie für einen seltsamen Stein in Dodongos Höhle# #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #jouer un air pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #jouer un air pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.",
|
hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Spielen einer stürmischen Melodie für einen seltsamen Stein in Dodongos Höhle# #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #jouer un air orageux pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #jouer un air orageux pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
|
|
||||||
|
@ -446,22 +446,21 @@ hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("The
|
||||||
// /*spanish*/ Según dicen, un #deku dentro de cierta deidad# vende #[[1]]#.
|
// /*spanish*/ Según dicen, un #deku dentro de cierta deidad# vende #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_JABU_JABUS_BELLY] = HintText(CustomMessage("They say that a #pot in Jabu Jabu's Belly# contains #[[1]]#.",
|
hintTextTable[RHT_POT_JABU_JABUS_BELLY] = HintText(CustomMessage("They say that a #pot in Jabu Jabu's Belly# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Jabu-Jabus Bauch# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Ventre de Jabu-Jabu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Ventre de Jabu-Jabu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
|
|
||||||
hintTextTable[RHT_JABU_JABU_RUPEE] = HintText(CustomMessage("They say that #underwater in Jabu-Jabu's Belly# lies #[[1]]#.",
|
hintTextTable[RHT_JABU_JABU_RUPEE] = HintText(CustomMessage("They say that #underwater in Jabu-Jabu's Belly# lies #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß #unter Wasser in Jabu-Jabus Bauch# #[[1]]# läge.",
|
||||||
/*french*/ "Selon moi, #[[1]]# se trouve #sous l'eau dans le Ventre de Jabu Jabu#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #[[1]]# se trouve #sous l'eau dans le Ventre de Jabu Jabu#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_JABU_JABU_HEART] = HintText(CustomMessage("They say that near a #central lift in Jabu-Jabu's Belly# lies #[[1]]#.",
|
hintTextTable[RHT_JABU_JABU_HEART] = HintText(CustomMessage("They say that near a #central lift in Jabu-Jabu's Belly# lies #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß sich #nahe des zentralen Lifts in Jabu-Jabus Bauch# #[[1]]# befände.",
|
||||||
/*french*/ "Selon moi, près d'un #ascenceur central dans le Ventre de Jabu-Jabu# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, près d'un #ascenceur central dans le Ventre de Jabu-Jabu# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
/*--------------------------
|
/*--------------------------
|
||||||
| FOREST TEMPLE |
|
| FOREST TEMPLE |
|
||||||
---------------------------*/
|
---------------------------*/
|
||||||
hintTextTable[RHT_FOREST_TEMPLE_FIRST_ROOM_CHEST] = HintText(CustomMessage("They say that a #tree in the Forest Temple# supports #[[1]]#.",
|
hintTextTable[RHT_FOREST_TEMPLE_FIRST_ROOM_CHEST] = HintText(CustomMessage("They say that a #tree in the Forest Temple# supports #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß ein #Baum im Waldtempel# #[[1]]# unterstütze.",
|
/*german*/ "Man erzählt sich, daß ein #Baum im Waldtempel# #[[1]]# unterstütze.",
|
||||||
/*french*/ "Selon moi, sur l'#arbre dans le Temple de la Forêt# gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, sur l'#arbre dans le Temple de la Forêt# gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, sobre un #árbol del Templo del Bosque# yace #[[1]]#.
|
// /*spanish*/ Según dicen, sobre un #árbol del Templo del Bosque# yace #[[1]]#.
|
||||||
|
@ -681,17 +680,17 @@ hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("The
|
||||||
// /*spanish*/ Según dicen, #vaciar el pozo# del Templo del Bosque desvela una Skulltula que otorga #[[1]]#.
|
// /*spanish*/ Según dicen, #vaciar el pozo# del Templo del Bosque desvela una Skulltula que otorga #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_FOREST_TEMPLE] = HintText(CustomMessage("They say that a #pot in Forest Temple# contains #[[1]]#.",
|
hintTextTable[RHT_POT_FOREST_TEMPLE] = HintText(CustomMessage("They say that a #pot in Forest Temple# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase im Waldtempel# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_FOREST_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Forest Temple# hides #[[1]]#.",
|
hintTextTable[RHT_FOREST_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Forest Temple# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Herz im Waldtempel# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #coeur dans le Temple de la Fôret# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #coeur dans le Temple de la Fôret# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
/*--------------------------
|
/*--------------------------
|
||||||
| FIRE TEMPLE |
|
| FIRE TEMPLE |
|
||||||
---------------------------*/
|
---------------------------*/
|
||||||
hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They say that #near a dragon# is #[[1]]#.",
|
hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They say that #near a dragon# is #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #nahe eines Drachens# #[[1]]# sei.",
|
/*german*/ "Man erzählt sich, daß #nahe eines Drachens# #[[1]]# sei.",
|
||||||
/*french*/ "Selon moi, #près d'un dragon# gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #près d'un dragon# gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #cerca de un dragón# yace #[[1]]#.
|
// /*spanish*/ Según dicen, #cerca de un dragón# yace #[[1]]#.
|
||||||
|
@ -877,11 +876,11 @@ hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They sa
|
||||||
// /*spanish*/ Según dicen, una #Skulltula junto a un ardiente laberinto# otorga #[[1]]#.
|
// /*spanish*/ Según dicen, una #Skulltula junto a un ardiente laberinto# otorga #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_FIRE_TEMPLE] = HintText(CustomMessage("They say that a #pot in Fire Temple# contains #[[1]]#.",
|
hintTextTable[RHT_POT_FIRE_TEMPLE] = HintText(CustomMessage("They say that a #pot in Fire Temple# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase im Feuertempel# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Temple du Feu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Temple du Feu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_FIRE_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Fire Temple# hides #[[1]]#.",
|
hintTextTable[RHT_FIRE_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Fire Temple# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Herz im Feuertempel# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #coeur dans le Temple du Feu# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #coeur dans le Temple du Feu# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_FIRE_TEMPLE_MQ_LOOP_STALFOS_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a hot arena# reveals #[[1]]#.",
|
hintTextTable[RHT_FIRE_TEMPLE_MQ_LOOP_STALFOS_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a hot arena# reveals #[[1]]#.",
|
||||||
|
@ -1020,11 +1019,11 @@ hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They sa
|
||||||
// /*spanish*/ Según dicen, una #Skulltula sobre un río# del Templo del Agua otorga #[[1]]#.
|
// /*spanish*/ Según dicen, una #Skulltula sobre un río# del Templo del Agua otorga #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_WATER_TEMPLE] = HintText(CustomMessage("They say that a #pot in Water Temple# contains #[[1]]#.",
|
hintTextTable[RHT_POT_WATER_TEMPLE] = HintText(CustomMessage("They say that a #pot in Water Temple# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase im Wassertempel# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Temple de l'Eau# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Temple de l'Eau# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_WATER_TEMPLE_HEART] = HintText(CustomMessage("They say that in a #river in the Water Temple# lies #[[1]]#.",
|
hintTextTable[RHT_WATER_TEMPLE_HEART] = HintText(CustomMessage("They say that in a #river in the Water Temple# lies #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß in einem #Fluß im Wassertempel# #[[1]]# läge.",
|
||||||
/*french*/ "Selon moi, une #rivière dans le Temple de l'Eau# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #rivière dans le Temple de l'Eau# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_PILAR_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun atop a small pillar before a duel with one's shadow# reveals #[[1]]#.",
|
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_PILAR_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun atop a small pillar before a duel with one's shadow# reveals #[[1]]#.",
|
||||||
|
@ -1273,7 +1272,7 @@ hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They sa
|
||||||
// /*spanish*/ Según dicen, #sobre una plataforma de cristal# yace una Skulltula que otorga #[[1]]#.
|
// /*spanish*/ Según dicen, #sobre una plataforma de cristal# yace una Skulltula que otorga #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_SPIRIT_TEMPLE] = HintText(CustomMessage("They say that a #pot in Spirit Temple# contains #[[1]]#.",
|
hintTextTable[RHT_POT_SPIRIT_TEMPLE] = HintText(CustomMessage("They say that a #pot in Spirit Temple# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase im Geistertempel# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_SPIRIT_TEMPLE_HEART] = HintText(CustomMessage("They say that on a #small platform# in the Spirit Temple lies #[[1]]#.",
|
hintTextTable[RHT_SPIRIT_TEMPLE_HEART] = HintText(CustomMessage("They say that on a #small platform# in the Spirit Temple lies #[[1]]#.",
|
||||||
|
@ -1287,7 +1286,7 @@ hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They sa
|
||||||
/*--------------------------
|
/*--------------------------
|
||||||
| SHADOW TEMPLE |
|
| SHADOW TEMPLE |
|
||||||
---------------------------*/
|
---------------------------*/
|
||||||
hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say that the #Eye of Truth# pierces a hall of faces to reveal #[[1]]#.",
|
hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say that the #Eye of Truth# pierces a hall of faces to reveal #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß das #Auge der Wahrheit# eine Halle der Gesichter durchdränge und #[[1]]# offenbaren würde.",
|
/*german*/ "Man erzählt sich, daß das #Auge der Wahrheit# eine Halle der Gesichter durchdränge und #[[1]]# offenbaren würde.",
|
||||||
/*french*/ "Selon moi, l'#oeil de vérité# voit dans les couloirs du Temple de l'Ombre #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, l'#oeil de vérité# voit dans les couloirs du Temple de l'Ombre #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, el #Ojo de la Verdad# descubrirá un pasillo de facetas con #[[1]]#.
|
// /*spanish*/ Según dicen, el #Ojo de la Verdad# descubrirá un pasillo de facetas con #[[1]]#.
|
||||||
|
@ -1528,11 +1527,11 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, una #Skulltula flotante# del Templo de las Sombras otorga #[[1]]#.
|
// /*spanish*/ Según dicen, una #Skulltula flotante# del Templo de las Sombras otorga #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_SHADOW_TEMPLE] = HintText(CustomMessage("They say that a #pot in Shadow Temple# contains #[[1]]#.",
|
hintTextTable[RHT_POT_SHADOW_TEMPLE] = HintText(CustomMessage("They say that a #pot in Shadow Temple# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase im Schattentempel# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Temple de l'Ombre# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Temple de l'Ombre# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_SHADOW_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Shadow Temple# hides #[[1]]#.",
|
hintTextTable[RHT_SHADOW_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Shadow Temple# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Herz im Schattentempel# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #coeur dans le Temple de l'Ombre# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #coeur dans le Temple de l'Ombre# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_SHADOW_TEMPLE_BEAMOS_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain for a sentry guarding a house of the dead# reveals #[[1]]#.",
|
hintTextTable[RHT_SHADOW_TEMPLE_BEAMOS_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain for a sentry guarding a house of the dead# reveals #[[1]]#.",
|
||||||
|
@ -1666,27 +1665,27 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, una #Skulltula encerrada en una cripta# del pozo otorga #[[1]]#.
|
// /*spanish*/ Según dicen, una #Skulltula encerrada en una cripta# del pozo otorga #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_BOTTOM_OF_THE_WELL] = HintText(CustomMessage("They say that a #pot in Bottom of the Well# contains #[[1]]#.",
|
hintTextTable[RHT_POT_BOTTOM_OF_THE_WELL] = HintText(CustomMessage("They say that a #pot in Bottom of the Well# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase auf dem Grund des Brunnens# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Puits# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Puits# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_BOTTOM_OF_THE_WELL_HEART] = HintText(CustomMessage("They say that a #heart within the well# hides #[[1]]#.",
|
hintTextTable[RHT_BOTTOM_OF_THE_WELL_HEART] = HintText(CustomMessage("They say that a #heart within the well# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Herz im Brunnen# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #coeur dans le Puits# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #coeur dans le Puits# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_BOTTOM_OF_THE_WELL_RUPEE] = HintText(CustomMessage("They say that a #hidden path through the floor# in the well leads to #[[1]]#.",
|
hintTextTable[RHT_BOTTOM_OF_THE_WELL_RUPEE] = HintText(CustomMessage("They say that a #hidden path through the floor# in the well leads to #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #versteckter Pfad durch den Grund# im Brunnen zu #[[1]]# führe.",
|
||||||
/*french*/ "Selon moi, un #passage caché sous le sol# dans le puits mène à #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #passage caché sous le sol# dans le puits mène à #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_BOTTOM_OF_THE_WELL_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.",
|
hintTextTable[RHT_BOTTOM_OF_THE_WELL_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Anrufen der Sonne in einer Sackgasse# innerhalb des Brunnens #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #appeler le soleil dans une impasse# à l’intérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #appeler le soleil dans une impasse# à l’intérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_BOTTOM_OF_THE_WELL_MQ_CELL_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun in an empty cell# within the well reveals #[[1]]#.",
|
hintTextTable[RHT_BOTTOM_OF_THE_WELL_MQ_CELL_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun in an empty cell# within the well reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Anrufen der Sonne in einer leeren Zelle# innerhalb des Brunnens #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #appeler le soleil dans une cellule vide# à l’intérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #appeler le soleil dans une cellule vide# à l’intérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.",
|
hintTextTable[RHT_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Anrufen der Sonne in einer Sackgasse# innerhalb des Brunnens #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #appeler le soleil dans une impasse# à l’intérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #appeler le soleil dans une impasse# à l’intérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
|
|
||||||
|
@ -1764,19 +1763,19 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, una #Skulltula tras un ardiente hielo# otorga #[[1]]#.
|
// /*spanish*/ Según dicen, una #Skulltula tras un ardiente hielo# otorga #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_ICE_CAVERN] = HintText(CustomMessage("They say that a #pot in Ice Cavern# contains #[[1]]#.",
|
hintTextTable[RHT_POT_ICE_CAVERN] = HintText(CustomMessage("They say that a #pot in Ice Cavern# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in der Eiskaverne# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans la Caverne Polaire# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
/*french*/ "Selon moi, une #jarre dans la Caverne Polaire# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||||
|
|
||||||
hintTextTable[RHT_ICE_CAVERN_HEART] = HintText(CustomMessage("They say that atop on a #frozen pillar# lies #[[1]]#.",
|
hintTextTable[RHT_ICE_CAVERN_HEART] = HintText(CustomMessage("They say that atop on a #frozen pillar# lies #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß auf einer #gefrorenen Säule# #[[1]]# läge.",
|
||||||
/*french*/ "Selon moi, ", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, ", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_ICE_CAVERN_RUPEE] = HintText(CustomMessage("They say that a #rupee in a frozen cavern# hides #[[1]]#.",
|
hintTextTable[RHT_ICE_CAVERN_RUPEE] = HintText(CustomMessage("They say that a #rupee in a frozen cavern# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Rubin in einer gefrorenen Kaverne# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #rubis dans la Caverne Polaire# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #rubis dans la Caverne Polaire# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_ICE_CAVERN_ENTRANCE_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling the rain near the entrance to a frozen cave# reveals #[[1]]#.",
|
hintTextTable[RHT_ICE_CAVERN_ENTRANCE_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling the rain near the entrance to a frozen cave# reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Anrufen des Regens in der Nähe des Eingangs zu einer gefrorenen Kaverne# #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #appeler la pluie près de l’entrée d’une grotte gelée# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #appeler la pluie près de l’entrée d’une grotte gelée# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, una #Skulltula tras un ardiente hielo# otorga #[[1]]#.
|
// /*spanish*/ Según dicen, una #Skulltula tras un ardiente hielo# otorga #[[1]]#.
|
||||||
|
|
||||||
|
@ -1784,27 +1783,27 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
| Gerudo Training Ground |
|
| Gerudo Training Ground |
|
||||||
---------------------------*/
|
---------------------------*/
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_LOBBY_LEFT_CHEST] = HintText(CustomMessage("They say that a #blinded eye in the Gerudo Training Ground# drops #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_LOBBY_LEFT_CHEST] = HintText(CustomMessage("They say that a #blinded eye in the Gerudo Training Ground# drops #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß ein #erblindetes Auge in der Gerudo-Trainingsarena# #[[1]]# fallen ließe.",
|
/*german*/ "Man erzählt sich, daß ein #erblindetes Auge auf dem Gerudo-Trainingsgelände# #[[1]]# fallen ließe.",
|
||||||
/*french*/ "Selon moi, l'#Oeil dans le Gymnase Gerudo# voit #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, l'#Oeil dans le Gymnase Gerudo# voit #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #cegar un ojo en el Centro de Instrucción Gerudo# revela #[[1]]#.
|
// /*spanish*/ Según dicen, #cegar un ojo en el Centro de Instrucción Gerudo# revela #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_LOBBY_RIGHT_CHEST] = HintText(CustomMessage("They say that a #blinded eye in the Gerudo Training Ground# drops #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_LOBBY_RIGHT_CHEST] = HintText(CustomMessage("They say that a #blinded eye in the Gerudo Training Ground# drops #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß ein #erblindetes Auge in der Gerudo-Trainingsarena# #[[1]]# fallen ließe.",
|
/*german*/ "Man erzählt sich, daß ein #erblindetes Auge auf dem Gerudo-Trainingsgelände# #[[1]]# fallen ließe.",
|
||||||
/*french*/ "Selon moi, l'#Oeil dans le Gymnase Gerudo# voit #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, l'#Oeil dans le Gymnase Gerudo# voit #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #cegar un ojo en el Centro de Instrucción Gerudo# revela #[[1]]#.
|
// /*spanish*/ Según dicen, #cegar un ojo en el Centro de Instrucción Gerudo# revela #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_STALFOS_CHEST] = HintText(CustomMessage("They say that #soldiers walking on shifting sands# in the Gerudo Training Ground guard #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_STALFOS_CHEST] = HintText(CustomMessage("They say that #soldiers walking on shifting sands# in the Gerudo Training Ground guard #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #auf veränderlichen Sanden laufende Soldaten# in der Gerudo-Trainingsarena #[[1]]# bewachen würden.",
|
/*german*/ "Man erzählt sich, daß #auf veränderlichen Sanden laufende Soldaten# auf dem Gerudo-Trainingsgelände #[[1]]# bewachen würden.",
|
||||||
/*french*/ "Selon moi, les #squelettes# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, les #squelettes# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #soldados en resbaladizas arenas# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
// /*spanish*/ Según dicen, #soldados en resbaladizas arenas# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_BEAMOS_CHEST] = HintText(CustomMessage("They say that #reptilian warriors# in the Gerudo Training Ground protect #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_BEAMOS_CHEST] = HintText(CustomMessage("They say that #reptilian warriors# in the Gerudo Training Ground protect #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #reptilienartige Krieger# in der Gerudo-Trainingsarena #[[1]]# schützen würden.",
|
/*german*/ "Man erzählt sich, daß #reptilienartige Krieger# auf dem Gerudo-Trainingsgelände #[[1]]# schützen würden.",
|
||||||
/*french*/ "Selon moi, les #lézards# dans le Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, les #lézards# dans le Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #unos escamosos guerreros# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
// /*spanish*/ Según dicen, #unos escamosos guerreros# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_HIDDEN_CEILING_CHEST] = HintText(CustomMessage("They say that the #Eye of Truth# in the Gerudo Training Ground reveals #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_HIDDEN_CEILING_CHEST] = HintText(CustomMessage("They say that the #Eye of Truth# in the Gerudo Training Ground reveals #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß das #Auge der Wahrheit# in der Gerudo-Trainingsarena #[[1]]# enthülle.",
|
/*german*/ "Man erzählt sich, daß das #Auge der Wahrheit# auf dem Gerudo-Trainingsgelände #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #bien caché# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #bien caché# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, el #Ojo de la Verdad# en el Centro de Instrucción Gerudo revela #[[1]]#.
|
// /*spanish*/ Según dicen, el #Ojo de la Verdad# en el Centro de Instrucción Gerudo revela #[[1]]#.
|
||||||
|
|
||||||
|
@ -1824,17 +1823,17 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, el tercer premio de la #instrucción bandida# se trata de #[[1]]#.
|
// /*spanish*/ Según dicen, el tercer premio de la #instrucción bandida# se trata de #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MAZE_RIGHT_CENTRAL_CHEST] = HintText(CustomMessage("They say that the #Song of Time# in the Gerudo Training Ground leads to #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MAZE_RIGHT_CENTRAL_CHEST] = HintText(CustomMessage("They say that the #Song of Time# in the Gerudo Training Ground leads to #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß die #Hymne der Zeit# in der Gerudo-Trainingsarena zu #[[1]]# führe.",
|
/*german*/ "Man erzählt sich, daß die #Hymne der Zeit# auf dem Gerudo-Trainingsgelände zu #[[1]]# führe.",
|
||||||
/*french*/ "Selon moi, le #chant du temps# révèle dans le Gymnase Gerudo #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, le #chant du temps# révèle dans le Gymnase Gerudo #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, la #Canción del Tiempo# en el Centro de Instrucción Gerudo conduce a #[[1]]#.
|
// /*spanish*/ Según dicen, la #Canción del Tiempo# en el Centro de Instrucción Gerudo conduce a #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MAZE_RIGHT_SIDE_CHEST] = HintText(CustomMessage("They say that the #Song of Time# in the Gerudo Training Ground leads to #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MAZE_RIGHT_SIDE_CHEST] = HintText(CustomMessage("They say that the #Song of Time# in the Gerudo Training Ground leads to #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß die #Hymne der Zeit# in der Gerudo-Trainingsarena zu #[[1]]# führe.",
|
/*german*/ "Man erzählt sich, daß die #Hymne der Zeit# auf dem Gerudo-Trainingsgelände zu #[[1]]# führe.",
|
||||||
/*french*/ "Selon moi, le #chant du temps# révèle dans le Gymnase Gerudo #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, le #chant du temps# révèle dans le Gymnase Gerudo #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, la #Canción del Tiempo# en el Centro de Instrucción Gerudo conduce a #[[1]]#.
|
// /*spanish*/ Según dicen, la #Canción del Tiempo# en el Centro de Instrucción Gerudo conduce a #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_HAMMER_ROOM_CLEAR_CHEST] = HintText(CustomMessage("They say that #fiery foes# in the Gerudo Training Ground guard #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_HAMMER_ROOM_CLEAR_CHEST] = HintText(CustomMessage("They say that #fiery foes# in the Gerudo Training Ground guard #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #feurige Feinde# in der Gerudo-Trainingsarena #[[1]]# bewachen würden.",
|
/*german*/ "Man erzählt sich, daß #feurige Feinde# auf dem Gerudo-Trainingsgelände #[[1]]# bewachen würden.",
|
||||||
/*french*/ "Selon moi, les #limaces de feu# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, les #limaces de feu# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, unos #flamígeros enemigos# del Centro de Instrucción Gerudo guardan #[[1]]#.
|
// /*spanish*/ Según dicen, unos #flamígeros enemigos# del Centro de Instrucción Gerudo guardan #[[1]]#.
|
||||||
|
|
||||||
|
@ -1878,12 +1877,12 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
/*french*/ "Selon moi, #derrière un bloc argent# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #derrière un bloc argent# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, una #hazaña de fuerza# premia a las bandidas con #[[1]]#.
|
// /*spanish*/ Según dicen, una #hazaña de fuerza# premia a las bandidas con #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_ENTRANCE_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling the rain near the entrance to the Gerudo Training Grounds# reveals #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_ENTRANCE_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling the rain near the entrance to the Gerudo Training Ground# reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Anrufen des Regens in der Nähe des Eingangs zum Gerudo-Trainingsgelände #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #appeler la pluie près de l’entrée du Gymnase Gerudo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #appeler la pluie près de l’entrée du Gymnase Gerudo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_FREESTANDING_KEY] = HintText(CustomMessage("They say that the #Song of Time# in the Gerudo Training Ground leads to #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_FREESTANDING_KEY] = HintText(CustomMessage("They say that the #Song of Time# in the Gerudo Training Ground leads to #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß die #Hymne der Zeit# in der Gerudo-Trainingsarena zu #[[1]]# führe.",
|
/*german*/ "Man erzählt sich, daß die #Hymne der Zeit# auf dem Gerudo-Trainingsgelände zu #[[1]]# führe.",
|
||||||
/*french*/ "Selon moi, le #chant du temps# révèle dans le Gymnase Gerudo #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, le #chant du temps# révèle dans le Gymnase Gerudo #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, la #Canción del Tiempo# en el Centro de Instrucción Gerudo conduce a #[[1]]#.
|
// /*spanish*/ Según dicen, la #Canción del Tiempo# en el Centro de Instrucción Gerudo conduce a #[[1]]#.
|
||||||
|
|
||||||
|
@ -1898,7 +1897,7 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, las #bandidas se instruyen# con #[[1]]#.
|
// /*spanish*/ Según dicen, las #bandidas se instruyen# con #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_FIRST_IRON_KNUCKLE_CHEST] = HintText(CustomMessage("They say that #soldiers walking on shifting sands# in the Gerudo Training Ground guard #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_FIRST_IRON_KNUCKLE_CHEST] = HintText(CustomMessage("They say that #soldiers walking on shifting sands# in the Gerudo Training Ground guard #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #auf veränderlichen Sanden laufende Soldaten# in der Gerudo-Trainingsarena #[[1]]# bewachen würden.",
|
/*german*/ "Man erzählt sich, daß #auf veränderlichen Sanden laufende Soldaten# auf dem Gerudo-Trainingsgelände #[[1]]# bewachen würden.",
|
||||||
/*french*/ "Selon moi, les #squelettes# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, les #squelettes# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #soldados en resbaladizas arenas# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
// /*spanish*/ Según dicen, #soldados en resbaladizas arenas# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
||||||
|
|
||||||
|
@ -1918,12 +1917,12 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, donde entrenan las bandidas #entre llamas# yace #[[1]]#.
|
// /*spanish*/ Según dicen, donde entrenan las bandidas #entre llamas# yace #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_SECOND_IRON_KNUCKLE_CHEST] = HintText(CustomMessage("They say that #fiery foes# in the Gerudo Training Ground guard #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_SECOND_IRON_KNUCKLE_CHEST] = HintText(CustomMessage("They say that #fiery foes# in the Gerudo Training Ground guard #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #feurige Feinde# in der Gerudo-Trainingsarena #[[1]]# bewachen würden.",
|
/*german*/ "Man erzählt sich, daß #feurige Feinde# auf dem Gerudo-Trainingsgelände #[[1]]# bewachen würden.",
|
||||||
/*french*/ "Selon moi, les #ennemis de feu# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, les #ennemis de feu# du Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, unos #flamígeros enemigos# del Centro de Instrucción Gerudo guardan #[[1]]#.
|
// /*spanish*/ Según dicen, unos #flamígeros enemigos# del Centro de Instrucción Gerudo guardan #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_CHEST] = HintText(CustomMessage("They say that #reptilian warriors# in the Gerudo Training Ground protect #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_CHEST] = HintText(CustomMessage("They say that #reptilian warriors# in the Gerudo Training Ground protect #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß #reptilienartige Krieger# in der Gerudo-Trainingsarena #[[1]]# schützen würden.",
|
/*german*/ "Man erzählt sich, daß #reptilienartige Krieger# auf dem Gerudo-Trainingsgelände #[[1]]# schützen würden.",
|
||||||
/*french*/ "Selon moi, les #lézards# dans le Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, les #lézards# dans le Gymnase Gerudo protègent #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, #unos escamosos guerreros# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
// /*spanish*/ Según dicen, #unos escamosos guerreros# del Centro de Instrucción Gerudo protegen #[[1]]#.
|
||||||
|
|
||||||
|
@ -1953,7 +1952,7 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, el segundo premio de la #instrucción bandida# se trata de #[[1]]#.
|
// /*spanish*/ Según dicen, el segundo premio de la #instrucción bandida# se trata de #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_HIDDEN_CEILING_CHEST] = HintText(CustomMessage("They say that the #Eye of Truth# in the Gerudo Training Ground reveals #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUND_MQ_HIDDEN_CEILING_CHEST] = HintText(CustomMessage("They say that the #Eye of Truth# in the Gerudo Training Ground reveals #[[1]]#.",
|
||||||
/*german*/ "Man erzählt sich, daß das #Auge der Wahrheit# in der Gerudo-Trainingsarena #[[1]]# enthülle.",
|
/*german*/ "Man erzählt sich, daß das #Auge der Wahrheit# auf dem Gerudo-Trainingsgelände #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #bien caché# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #bien caché# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, el #Ojo de la Verdad# en el Centro de Instrucción Gerudo revela #[[1]]#.
|
// /*spanish*/ Según dicen, el #Ojo de la Verdad# en el Centro de Instrucción Gerudo revela #[[1]]#.
|
||||||
|
|
||||||
|
@ -1962,9 +1961,9 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
/*french*/ "Selon moi, #derrière un bloc argent# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #derrière un bloc argent# dans le Gymnase Gerudo gît #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/ Según dicen, una #hazaña de fuerza# premia a las bandidas con #[[1]]#.
|
// /*spanish*/ Según dicen, una #hazaña de fuerza# premia a las bandidas con #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GERUDO_TRAINING_GROUNDS_HEART] = HintText(CustomMessage("They say that a watching a #trial with Dinalfos# is #[[1]]#.",
|
hintTextTable[RHT_GERUDO_TRAINING_GROUNDS_HEART] = HintText(CustomMessage("They say that a watching a #trial with Dinolfos# is #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß das Sehen einer #Prüfung mit Dinodorus# #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, dans #une épreuve avec un Dinalfos# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, dans #une épreuve avec un Dinolfos# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
/*--------------------------
|
/*--------------------------
|
||||||
| GANONS CASTLE |
|
| GANONS CASTLE |
|
||||||
|
@ -2050,11 +2049,11 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, la #música en la prueba del resplandor# revela #[[1]]#.
|
// /*spanish*/ Según dicen, la #música en la prueba del resplandor# revela #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_GANONS_CASTLE_SPIRIT_TRIAL_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun for a sentry in the test of the sands# reveals #[[1]]#.",
|
hintTextTable[RHT_GANONS_CASTLE_SPIRIT_TRIAL_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun for a sentry in the test of the sands# reveals #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß das #Anrufen der Sonne für eine Wache in einer Prüfung der Sande# #[[1]]# enthülle.",
|
||||||
/*french*/ "Selon moi, #appeler le soleil pour une sentinelle dans l’épreuve des sables# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #appeler le soleil pour une sentinelle dans l’épreuve des sables# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_GANONS_CASTLE_SCRUBS_FAIRY] = HintText(CustomMessage("They say that within a #sanctuary before the final trial# rests #[[1]]#.",
|
hintTextTable[RHT_GANONS_CASTLE_SCRUBS_FAIRY] = HintText(CustomMessage("They say that within a #sanctuary before the final trial# rests #[[1]]#.",
|
||||||
/*german*/ "!!!",
|
/*german*/ "Man erzählt sich, daß innerhalb eines #Heiligtum vor der finalen Prüfung# #[[1]]# ruhe.",
|
||||||
/*french*/ "Selon moi, #dans un sanctuaire avant l’épreuve finale# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, #dans un sanctuaire avant l’épreuve finale# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_GANONS_CASTLE_MQ_WATER_TRIAL_CHEST] = HintText(CustomMessage("They say that the #test of the seas# holds #[[1]]#.",
|
hintTextTable[RHT_GANONS_CASTLE_MQ_WATER_TRIAL_CHEST] = HintText(CustomMessage("They say that the #test of the seas# holds #[[1]]#.",
|
||||||
|
@ -2168,11 +2167,11 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
|
||||||
// /*spanish*/ Según dicen, los #dekus del Castillo de Ganon# venden #[[1]]#.
|
// /*spanish*/ Según dicen, los #dekus del Castillo de Ganon# venden #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_GANONS_CASTLE] = HintText(CustomMessage("They say that a #pot in Ganon's Castle# contains #[[1]]#.",
|
hintTextTable[RHT_POT_GANONS_CASTLE] = HintText(CustomMessage("They say that a #pot in Ganon's Castle# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Ganons Schloß# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Château de Ganon# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Château de Ganon# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_GANONS_CASTLE_HEART] = HintText(CustomMessage("They say that a #heart in Ganon's Castle# hides #[[1]]#.",
|
hintTextTable[RHT_GANONS_CASTLE_HEART] = HintText(CustomMessage("They say that a #heart in Ganon's Castle# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein #Herz in Ganons Schloß# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un #coeur dans le Château de Ganon# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un #coeur dans le Château de Ganon# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
// clang-format on
|
// clang-format on
|
||||||
|
|
|
@ -1493,67 +1493,67 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
|
||||||
// /*spanish*/ Según dicen, una #colmena detrás del rey de los zoras# esconde #[[1]]#.
|
// /*spanish*/ Según dicen, una #colmena detrás del rey de los zoras# esconde #[[1]]#.
|
||||||
|
|
||||||
hintTextTable[RHT_POT_KOKIRI_FOREST] = HintText(CustomMessage("They say that a #pot in Kokiri Forest# contains #[[1]]#.",
|
hintTextTable[RHT_POT_KOKIRI_FOREST] = HintText(CustomMessage("They say that a #pot in Kokiri Forest# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase im Kokiri-Wald# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans la Fôret Kokiri# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans la Fôret Kokiri# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_GERUDO_FORTRESS] = HintText(CustomMessage("They say that a #pot in Gerudo Fortress# contains #[[1]]#.",
|
hintTextTable[RHT_POT_GERUDO_FORTRESS] = HintText(CustomMessage("They say that a #pot in Gerudo Fortress# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in der Gerudo-Festung# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans la Forteresse Gerudo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans la Forteresse Gerudo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_WASTELAND] = HintText(CustomMessage("They say that a #pot in Haunted Wasteland# contains #[[1]]#.",
|
hintTextTable[RHT_POT_WASTELAND] = HintText(CustomMessage("They say that a #pot in Haunted Wasteland# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in der Gespensterwüste# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Désert Hanté# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Désert Hanté# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_MARKET] = HintText(CustomMessage("They say that a #pot in Market# contains #[[1]]#.",
|
hintTextTable[RHT_POT_MARKET] = HintText(CustomMessage("They say that a #pot in Market# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase auf dem Markt# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans la Place du Marché# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans la Place du Marché# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_KAKARIKO] = HintText(CustomMessage("They say that a #pot in Kakariko Village# contains #[[1]]#.",
|
hintTextTable[RHT_POT_KAKARIKO] = HintText(CustomMessage("They say that a #pot in Kakariko Village# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Kakariko# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Village de Cocorico# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Village de Cocorico# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_GRAVEYARD] = HintText(CustomMessage("They say that a #pot in Graveyard# contains #[[1]]#.",
|
hintTextTable[RHT_POT_GRAVEYARD] = HintText(CustomMessage("They say that a #pot in Graveyard# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase auf dem Friedhof# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Cimetière# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Cimetière# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_GORON_CITY] = HintText(CustomMessage("They say that a #pot in Goron City# contains #[[1]]#.",
|
hintTextTable[RHT_POT_GORON_CITY] = HintText(CustomMessage("They say that a #pot in Goron City# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Goronia# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Village Goron# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Village Goron# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_DEATH_MOUNTAIN_CRATER] = HintText(CustomMessage("They say that a #pot in Death Mountain Crater# contains #[[1]]#.",
|
hintTextTable[RHT_POT_DEATH_MOUNTAIN_CRATER] = HintText(CustomMessage("They say that a #pot in Death Mountain Crater# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase im Todeskrater# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre sur le Mont du Péril# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre sur le Mont du Péril# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_ZORAS_DOMAIN] = HintText(CustomMessage("They say that a #pot in Zora's Domain# contains #[[1]]#.",
|
hintTextTable[RHT_POT_ZORAS_DOMAIN] = HintText(CustomMessage("They say that a #pot in Zora's Domain# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Zoras Reich# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Domaine Zora# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Domaine Zora# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_ZORAS_FOUNTAIN] = HintText(CustomMessage("They say that a #pot in Zora's Fountain# contains #[[1]]#.",
|
hintTextTable[RHT_POT_ZORAS_FOUNTAIN] = HintText(CustomMessage("They say that a #pot in Zora's Fountain# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Zoras Quelle# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans la Fontaine Zora# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans la Fontaine Zora# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_LON_LON_RANCH] = HintText(CustomMessage("They say that a #pot in Lon Lon Ranch# contains #[[1]]#.",
|
hintTextTable[RHT_POT_LON_LON_RANCH] = HintText(CustomMessage("They say that a #pot in Lon Lon Ranch# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase auf der Lon Lon-Farm# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Ranch Lon Lon# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Ranch Lon Lon# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_HYRULE_FIELD] = HintText(CustomMessage("They say that a #pot in Hyrule Field# contains #[[1]]#.",
|
hintTextTable[RHT_POT_HYRULE_FIELD] = HintText(CustomMessage("They say that a #pot in Hyrule Field# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in der Hylianischen Steppe# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans la Plaine d'Hyrule# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans la Plaine d'Hyrule# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_POT_HYRULE_CASTLE] = HintText(CustomMessage("They say that a #pot in Hyrule Castle# contains #[[1]]#.",
|
hintTextTable[RHT_POT_HYRULE_CASTLE] = HintText(CustomMessage("They say that a #pot in Hyrule Castle# contains #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß eine #Vase in Schloß Hyrule# #[[1]]# enthielte.",
|
||||||
/*french*/ "Selon moi, une #jarre dans le Château d'Hyrule# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, une #jarre dans le Château d'Hyrule# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
|
|
||||||
hintTextTable[RHT_KOKIRI_FOREST_RUPEE] = HintText(CustomMessage("They say that a rupee in a #tranquil forest# hides #[[1]]#.",
|
hintTextTable[RHT_KOKIRI_FOREST_RUPEE] = HintText(CustomMessage("They say that a rupee in a #tranquil forest# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein Rubin in einem #ruhigen Wald# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un rubis dans une #forêt tranquille# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un rubis dans une #forêt tranquille# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/
|
// /*spanish*/
|
||||||
hintTextTable[RHT_KOKIRI_FOREST_HEART] = HintText(CustomMessage("They say that a heart in a #tranquil forest# hides #[[1]]#.",
|
hintTextTable[RHT_KOKIRI_FOREST_HEART] = HintText(CustomMessage("They say that a heart in a #tranquil forest# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein Herz in einem #ruhigen Wald# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un cœur dans une #forêt tranquille# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un cœur dans une #forêt tranquille# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/
|
// /*spanish*/
|
||||||
hintTextTable[RHT_SARIAS_HOUSE_HEART] = HintText(CustomMessage("They say that a heart in a #dear friend's home# hides #[[1]]#.",
|
hintTextTable[RHT_SARIAS_HOUSE_HEART] = HintText(CustomMessage("They say that a heart in a #dear friend's home# hides #[[1]]#.",
|
||||||
/*german*/ "",
|
/*german*/ "Man erzählt sich, daß ein Herz #im Heim eines lieben Freundes# #[[1]]# verstecke.",
|
||||||
/*french*/ "Selon moi, un cœur dans la #maison d'une amie chère# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
/*french*/ "Selon moi, un cœur dans la #maison d'une amie chère# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||||
// /*spanish*/
|
// /*spanish*/
|
||||||
hintTextTable[RHT_LOST_WOODS_RUPEE] = HintText(CustomMessage("They say that under a #boulder in the woods# lies #[[1]]#.",
|
hintTextTable[RHT_LOST_WOODS_RUPEE] = HintText(CustomMessage("They say that under a #boulder in the woods# lies #[[1]]#.",
|
||||||
|
|
|
@ -2080,14 +2080,14 @@ void StaticData::HintTable_Init_Item() {
|
||||||
CustomMessage("a fish-puller", /*german*/"ein Fischzieher", /*french*/"(un aimant à poisson)")});
|
CustomMessage("a fish-puller", /*german*/"ein Fischzieher", /*french*/"(un aimant à poisson)")});
|
||||||
// /*spanish*/(caña de pescar)
|
// /*spanish*/(caña de pescar)
|
||||||
|
|
||||||
hintTextTable[RHT_BOMBCHU_BAG] = HintText(CustomMessage("Bombchu Bag", /*german*/"!!!", /*french*/"un Sac de Missiles Teigneux"),
|
hintTextTable[RHT_BOMBCHU_BAG] = HintText(CustomMessage("a Bombchu Bag", /*german*/"eine Krabbelminentasche", /*french*/"un Sac de Missiles Teigneux"),
|
||||||
{
|
{
|
||||||
CustomMessage("explosives", /*german*/"ein Explosivpaket", /*french*/"un paquet d'explosifs"),
|
CustomMessage("explosives", /*german*/"ein Explosivpaket", /*french*/"un paquet d'explosifs"),
|
||||||
// /*spanish*/un montón de explosivos
|
// /*spanish*/un montón de explosivos
|
||||||
CustomMessage("something that can remove boulders", /*german*/"etwas, das Geröll entfernen kann", /*french*/"une chose qui enlève les rochers")
|
CustomMessage("something that can remove boulders", /*german*/"etwas, das Geröll entfernen kann", /*french*/"une chose qui enlève les rochers")
|
||||||
// /*spanish*/algo que pueda quitar rocas
|
// /*spanish*/algo que pueda quitar rocas
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("sack of mice", /*german*/"!!!", /*french*/"un Sac rempli de souris")});
|
CustomMessage("sack of mice", /*german*/"ein Sack Mäuse", /*french*/"un Sac rempli de souris")});
|
||||||
|
|
||||||
hintTextTable[RHT_SKELETON_KEY] = HintText(CustomMessage("a Skeleton Key", /*german*/ "ein Universalschlüssel", /*french*/ "une Clé Squelette"),
|
hintTextTable[RHT_SKELETON_KEY] = HintText(CustomMessage("a Skeleton Key", /*german*/ "ein Universalschlüssel", /*french*/ "une Clé Squelette"),
|
||||||
// /*spanish*/una Llave Maestra
|
// /*spanish*/una Llave Maestra
|
||||||
|
@ -2097,49 +2097,50 @@ void StaticData::HintTable_Init_Item() {
|
||||||
},
|
},
|
||||||
{ CustomMessage("a master unlocker", /*german*/ "ein Meisterentsperrer", /*french*/ "un Kit de Déverrouillage") });
|
{ CustomMessage("a master unlocker", /*german*/ "ein Meisterentsperrer", /*french*/ "un Kit de Déverrouillage") });
|
||||||
// /*spanish*/un desbloqueador maestro
|
// /*spanish*/un desbloqueador maestro
|
||||||
hintTextTable[RHT_QUIVER_INF] = HintText(CustomMessage("an infinite Quiver", /*german*/"!!!", /*french*/"un Carquois Infini"),
|
|
||||||
|
hintTextTable[RHT_QUIVER_INF] = HintText(CustomMessage("an infinite Quiver", /*german*/"ein unendlicher Köcher", /*french*/"un Carquois Infini"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||||
|
|
||||||
hintTextTable[RHT_BOMB_BAG_INF] = HintText(CustomMessage("an infinite Bomb Bag", /*german*/"!!!", /*french*/"un Sac de Bombe sans fond"),
|
hintTextTable[RHT_BOMB_BAG_INF] = HintText(CustomMessage("an infinite Bomb Bag", /*german*/"eine unendliche Bombentasche", /*french*/"un Sac de Bombe sans fond"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||||
|
|
||||||
hintTextTable[RHT_BULLET_BAG_INF] = HintText(CustomMessage("an infinite Bullet Bag", /*german*/"!!!", /*french*/"un Sac de Graine sans fond"),
|
hintTextTable[RHT_BULLET_BAG_INF] = HintText(CustomMessage("an infinite Bullet Bag", /*german*/"eine unendliche Samentasche", /*french*/"un Sac de Graine sans fond"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||||
|
|
||||||
hintTextTable[RHT_STICK_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Sticks", /*german*/"!!!", /*french*/" des Bâtons Mojo illimités"),
|
hintTextTable[RHT_STICK_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Sticks", /*german*/"unendliche Deku-Stäbe", /*french*/"des Bâtons Mojo illimités"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||||
|
|
||||||
hintTextTable[RHT_NUT_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Nut", /*german*/"!!!", /*french*/"des Noix Mojo illimitées"),
|
hintTextTable[RHT_NUT_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Nuts", /*german*/"unendliche Deku-Nüsse", /*french*/"des Noix Mojo illimitées"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||||
|
|
||||||
hintTextTable[RHT_MAGIC_INF] = HintText(CustomMessage("unlimited Magic", /*german*/"!!!", /*french*/"de la Magie infinie"),
|
hintTextTable[RHT_MAGIC_INF] = HintText(CustomMessage("unlimited Magic", /*german*/"unendliche Magie", /*french*/"de la Magie infinie"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||||
|
|
||||||
hintTextTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("infinite Bombchus", /*german*/"!!!", /*french*/"des Missiles Teigneux illimités"),
|
hintTextTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("infinite Bombchus", /*german*/"unendliche Krabbelminen", /*french*/"des Missiles Teigneux illimités"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||||
|
|
||||||
hintTextTable[RHT_WALLET_INF] = HintText(CustomMessage("an infinite Wallet", /*german*/"!!!", /*french*/"une Bourse sans fond"),
|
hintTextTable[RHT_WALLET_INF] = HintText(CustomMessage("an infinite Wallet", /*german*/"eine unendliche Geldbörse", /*french*/"une Bourse sans fond"),
|
||||||
{
|
{
|
||||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||||
}, {
|
}, {
|
||||||
|
|
|
@ -17,7 +17,7 @@ void Rando::StaticData::InitItemTable() {
|
||||||
itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE);
|
itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE);
|
||||||
// Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Value Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index
|
// Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Value Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index
|
||||||
itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Master-Schwert"}, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Master-Schwert" }, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword);
|
itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword);
|
||||||
itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Langschwert" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, LOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Langschwert" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, LOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
|
@ -171,6 +171,7 @@ void Rando::StaticData::InitItemTable() {
|
||||||
itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Kleiner Schlüssel für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Kleiner Schlüssel für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
|
itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
|
||||||
itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Kleiner Schlüssel für das Truhenspiel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE);
|
itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Kleiner Schlüssel für das Truhenspiel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE);
|
||||||
|
itemTable[RG_TREASURE_GAME_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
|
||||||
itemTable[RG_GUARD_HOUSE_KEY] = Item(RG_GUARD_HOUSE_KEY, Text{ "Guard House Key", "", "Schlüssel für das Haus der Wachen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GUARD_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_GUARD_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_GUARD_HOUSE_KEY] = Item(RG_GUARD_HOUSE_KEY, Text{ "Guard House Key", "", "Schlüssel für das Haus der Wachen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GUARD_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_GUARD_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_GUARD_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
itemTable[RG_GUARD_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||||
itemTable[RG_MARKET_BAZAAR_KEY] = Item(RG_MARKET_BAZAAR_KEY, Text{ "Market Bazaar Key", "", "Schlüssel für den Basar des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_MARKET_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_MARKET_BAZAAR_KEY] = Item(RG_MARKET_BAZAAR_KEY, Text{ "Market Bazaar Key", "", "Schlüssel für den Basar des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_MARKET_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
|
@ -189,7 +190,7 @@ void Rando::StaticData::InitItemTable() {
|
||||||
itemTable[RG_BOMBCHU_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
itemTable[RG_BOMBCHU_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||||
itemTable[RG_RICHARDS_HOUSE_KEY] = Item(RG_RICHARDS_HOUSE_KEY, Text{ "Richard's House Key", "", "Schlüssel für das Haus von Richard" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_RICHARDS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_RICHARDS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_RICHARDS_HOUSE_KEY] = Item(RG_RICHARDS_HOUSE_KEY, Text{ "Richard's House Key", "", "Schlüssel für das Haus von Richard" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_RICHARDS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_RICHARDS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_RICHARDS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
itemTable[RG_RICHARDS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||||
itemTable[RG_ALLEY_HOUSE_KEY] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "", "Schlüssel für das Gäßchenhaus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_ALLEY_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_ALLEY_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_ALLEY_HOUSE_KEY] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "", "Schlüssel für das Gassenhaus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_ALLEY_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_ALLEY_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_ALLEY_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
itemTable[RG_ALLEY_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||||
itemTable[RG_KAK_BAZAAR_KEY] = Item(RG_KAK_BAZAAR_KEY, Text{ "Kakariko Bazaar Key", "", "Schlüssel für den Basar von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_KAK_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_KAK_BAZAAR_KEY] = Item(RG_KAK_BAZAAR_KEY, Text{ "Kakariko Bazaar Key", "", "Schlüssel für den Basar von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_KAK_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_KAK_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
itemTable[RG_KAK_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||||
|
@ -232,7 +233,7 @@ void Rando::StaticData::InitItemTable() {
|
||||||
itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
||||||
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Schlüsselbund für den Grund des Brunnens" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Schlüsselbund für den Grund des Brunnens" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
||||||
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUND_KEY_RING, Text{ "Training Ground Key Ring", "Trousseau du Gymnase Gerudo", "Schlüsselbund für das Gerudo-Trainingsgelände" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_KEY_RING, RG_GERUDO_TRAINING_GROUND_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUND_KEY_RING, Text{ "Training Ground Key Ring", "Trousseau du Gymnase Gerudo", "Schlüsselbund für das Gerudo-Trainingsgelände" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_KEY_RING, RG_GERUDO_TRAINING_GROUND_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
||||||
itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Schlüsselbund für die Gerudo-Festung" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Schlüsselbund für die Gerudo-Festung" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||||
itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
|
||||||
|
@ -316,23 +317,23 @@ void Rando::StaticData::InitItemTable() {
|
||||||
itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40);
|
itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40);
|
||||||
itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
|
itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
|
||||||
// Misc.
|
// Misc.
|
||||||
itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "Âme de Gohma", "Gohmas Seele" }, ITEMTYPE_ITEM, 0xE0, true, LOGIC_CAN_SUMMON_GOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "Âme de Gohma", "Gohmas Seele" }, ITEMTYPE_ITEM, 0xE0, true, LOGIC_CAN_SUMMON_GOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_GOHMA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_GOHMA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "Âme du Roi Dodongo", "König Dodongos Seele" }, ITEMTYPE_ITEM, 0xE1, true, LOGIC_CAN_SUMMON_KINGDODONGO, RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "Âme du Roi Dodongo", "König Dodongos Seele" }, ITEMTYPE_ITEM, 0xE1, true, LOGIC_CAN_SUMMON_KINGDODONGO, RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_KING_DODONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_KING_DODONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "Âme de Barinade", "Barinades Seele" }, ITEMTYPE_ITEM, 0xE2, true, LOGIC_CAN_SUMMON_BARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "Âme de Barinade", "Barinades Seele" }, ITEMTYPE_ITEM, 0xE2, true, LOGIC_CAN_SUMMON_BARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BARINADE_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_BARINADE_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "Âme de Ganon Spectral", "Phantom-Ganons Seele" }, ITEMTYPE_ITEM, 0xE3, true, LOGIC_CAN_SUMMON_PHANTOMGANON, RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "Âme de Ganon Spectral", "Phantom-Ganons Seele" }, ITEMTYPE_ITEM, 0xE3, true, LOGIC_CAN_SUMMON_PHANTOMGANON, RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_PHANTOM_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_PHANTOM_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "Âme de Vulcania", "Volvagias Seele" }, ITEMTYPE_ITEM, 0xE4, true, LOGIC_CAN_SUMMON_VOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "Âme de Volcania", "Volvagias Seele" }, ITEMTYPE_ITEM, 0xE4, true, LOGIC_CAN_SUMMON_VOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_VOLVAGIA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_VOLVAGIA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "Âme de Morpha", "Morphas Seele" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "Âme de Morpha", "Morphas Seele" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_MORPHA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_MORPHA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "Âme de Bongo Bongo", "Bongo Bongos Seele" }, ITEMTYPE_ITEM, 0xE6, true, LOGIC_CAN_SUMMON_BONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "Âme de Bongo Bongo", "Bongo Bongos Seele" }, ITEMTYPE_ITEM, 0xE6, true, LOGIC_CAN_SUMMON_BONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BONGO_BONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_BONGO_BONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "Âme du Duo Maléfique", "Twinrovas Seele" }, ITEMTYPE_ITEM, 0xE7, true, LOGIC_CAN_SUMMON_TWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "Âme du Duo Maléfique", "Twinrovas Seele" }, ITEMTYPE_ITEM, 0xE7, true, LOGIC_CAN_SUMMON_TWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_TWINROVA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_TWINROVA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "Âme de Ganon", "Ganons Seele" }, ITEMTYPE_ITEM, 0xE8, true, LOGIC_CAN_SUMMON_GANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "Âme de Ganon", "Ganons Seele" }, ITEMTYPE_ITEM, 0xE8, true, LOGIC_CAN_SUMMON_GANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
itemTable[RG_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
|
||||||
itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Angelrute" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Angelrute" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI);
|
itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI);
|
||||||
|
@ -348,28 +349,28 @@ void Rando::StaticData::InitItemTable() {
|
||||||
itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Taste C-Rechts der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Taste C-Rechts der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
|
itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
|
||||||
|
|
||||||
itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "Écaille de Bronze", "Bronzene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "Écaille de Bronze", "Bronzene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale);
|
itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale);
|
||||||
|
|
||||||
itemTable[RG_BOMBCHU_BAG] = Item(RG_BOMBCHU_BAG, Text{ "Bombchu Bag", "!!!", "Sac de Missiles Teigneux" }, ITEMTYPE_ITEM, RG_BOMBCHU_BAG, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_BAG, RG_BOMBCHU_BAG, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_BOMBCHU_BAG] = Item(RG_BOMBCHU_BAG, Text{ "Bombchu Bag", "Sac de Missiles Teigneux", "Krabbelminentasche" }, ITEMTYPE_ITEM, RG_BOMBCHU_BAG, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_BAG, RG_BOMBCHU_BAG, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BOMBCHU_BAG].SetCustomDrawFunc(Randomizer_DrawBombchuBag);
|
itemTable[RG_BOMBCHU_BAG].SetCustomDrawFunc(Randomizer_DrawBombchuBag);
|
||||||
|
|
||||||
itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "Carquois Infini", "Unendlicher Köcher" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, LOGIC_PROGRESSIVE_BOW, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "Carquois Infini", "Unendlicher Köcher" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, LOGIC_PROGRESSIVE_BOW, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "Sac de Bombes Infini", "Unendliche Bombentasche" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "Sac de Bombes Infini", "Unendliche Bombentasche" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "Sac de Graines Infinis", "Unendliche Samentasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "Sac de Graines Infinis", "Unendliche Samentasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "Bâtons Mojo Infinis", "Unendliche Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "Bâtons Mojo Infinis", "Unendliche Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "Noix Mojo Infinies", "Unendliche Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "Noix Mojo Infinies", "Unendliche Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "Magie Infinie", "Unendliches Magisches Maß" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "Magie Infinie", "Unendliches Magisches Maß" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "Missiles Teigneux Infinis", "Unendliche Krabbelminen" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "Missiles Teigneux Infinis", "Unendliche Krabbelminen" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_BOMBCHU_INF].SetCustomDrawFunc(Randomizer_DrawBombchuBag);
|
itemTable[RG_BOMBCHU_INF].SetCustomDrawFunc(Randomizer_DrawBombchuBag);
|
||||||
itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "Bourse Infinie", "Unendliche Geldbörse" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, LOGIC_PROGRESSIVE_WALLET, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "Bourse Infinie", "Unendliche Geldbörse" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, LOGIC_PROGRESSIVE_WALLET, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
|
|
||||||
itemTable[RG_SKELETON_KEY] = Item(RG_SKELETON_KEY, Text{ "Skeleton Key", "Clé Squelette", "Skelettschlüssel" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_SKELETON_KEY, RHT_SKELETON_KEY, RG_SKELETON_KEY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_SKELETON_KEY] = Item(RG_SKELETON_KEY, Text{ "Skeleton Key", "Clé Squelette", "Skelettschlüssel" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_SKELETON_KEY, RHT_SKELETON_KEY, RG_SKELETON_KEY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_SKELETON_KEY].SetCustomDrawFunc(Randomizer_DrawSkeletonKey);
|
itemTable[RG_SKELETON_KEY].SetCustomDrawFunc(Randomizer_DrawSkeletonKey);
|
||||||
|
|
||||||
itemTable[RG_DEKU_STICK_BAG] = Item(RG_DEKU_STICK_BAG, Text{ "Deku Stick Bag", "Sac de Bâton Mojo", "Deku-Stab-Tasche" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_NONE, RG_DEKU_STICK_BAG, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_DEKU_STICK_BAG] = Item(RG_DEKU_STICK_BAG, Text{ "Deku Stick Bag", "Sac de Bâton Mojo", "Deku-Stab-Tasche" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_NONE, RG_DEKU_STICK_BAG, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
|
|
||||||
itemTable[RG_DEKU_NUT_BAG] = Item(RG_DEKU_NUT_BAG, Text{ "Deku Nut Bag", "Sac de Noix Mojo", "Deku-Nuß-Tasche" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NONE, RG_DEKU_NUT_BAG, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_DEKU_NUT_BAG] = Item(RG_DEKU_NUT_BAG, Text{ "Deku Nut Bag", "Sac de Noix Mojo", "Deku-Nuß-Tasche" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NONE, RG_DEKU_NUT_BAG, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
|
|
||||||
itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE);
|
itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE);
|
||||||
itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_NONE, RHT_NONE);
|
itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_NONE, RHT_NONE);
|
||||||
|
@ -391,11 +392,11 @@ void Rando::StaticData::InitItemTable() {
|
||||||
itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberhandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberhandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldhandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldhandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_GOLDEN, true, LOGIC_PROGRESSIVE_SCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_GOLDEN, true, LOGIC_PROGRESSIVE_SCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsenengeldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsenengeldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
|
||||||
itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Goldene Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Goldene Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
|
||||||
itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Petite Bourse", "Kindergeldbörse" }, ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Petite Bourse", "Kindergeldbörse" }, ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
|
||||||
itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku-Nuß-Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
|
itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku-Nuß-Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
|
||||||
itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku-Nuß-Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
|
itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku-Nuß-Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
|
||||||
itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku-Stab-Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
|
itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku-Stab-Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
|
||||||
|
|
|
@ -3460,8 +3460,8 @@ void Randomizer::CreateCustomMessages() {
|
||||||
"Du erhältst einen %rkleinen&Schlüssel%w für den %pGrund des Brunnens%w!",
|
"Du erhältst einen %rkleinen&Schlüssel%w für den %pGrund des Brunnens%w!",
|
||||||
"Vous obtenez une %rPetite Clé %w&du %pPuits%w!"),
|
"Vous obtenez une %rPetite Clé %w&du %pPuits%w!"),
|
||||||
GIMESSAGE(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, ITEM_KEY_SMALL,
|
GIMESSAGE(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, ITEM_KEY_SMALL,
|
||||||
"You found a %yGerudo Training &Grounds %wSmall Key!",
|
"You found a %yGerudo Training &Ground %wSmall Key!",
|
||||||
"Du erhältst einen %rkleinen&Schlüssel%w für die %yGerudo-Trainingsarena%w!",
|
"Du erhältst einen %rkleinen&Schlüssel%w für das %yGerudo-Trainingsgelände%w!",
|
||||||
"Vous obtenez une %rPetite Clé %w&du %yGymnase Gerudo%w!"),
|
"Vous obtenez une %rPetite Clé %w&du %yGymnase Gerudo%w!"),
|
||||||
GIMESSAGE(RG_GANONS_CASTLE_SMALL_KEY, ITEM_KEY_SMALL,
|
GIMESSAGE(RG_GANONS_CASTLE_SMALL_KEY, ITEM_KEY_SMALL,
|
||||||
"You found a %rGanon's Castle &%wSmall Key!",
|
"You found a %rGanon's Castle &%wSmall Key!",
|
||||||
|
@ -3593,8 +3593,8 @@ void Randomizer::CreateCustomMessages() {
|
||||||
"Du erhältst ein %rSchlüsselbund%w&für den %pGrund des Brunnens%w!",
|
"Du erhältst ein %rSchlüsselbund%w&für den %pGrund des Brunnens%w!",
|
||||||
"Vous obtenez le trousseau de&clés du %pPuits%w!"),
|
"Vous obtenez le trousseau de&clés du %pPuits%w!"),
|
||||||
GIMESSAGE(RG_GERUDO_TRAINING_GROUND_KEY_RING, ITEM_KEY_SMALL,
|
GIMESSAGE(RG_GERUDO_TRAINING_GROUND_KEY_RING, ITEM_KEY_SMALL,
|
||||||
"You found a %yGerudo Training&Grounds %wKeyring!",
|
"You found a %yGerudo Training&Ground %wKeyring!",
|
||||||
"Du erhältst ein %rSchlüsselbund%w&für die %yGerudo-Trainingsarena%w!",
|
"Du erhältst ein %rSchlüsselbund%w&für das %yGerudo-Trainingsgelände%w!",
|
||||||
"Vous obtenez le trousseau de&clés du %yGymnase Gerudo%w!"),
|
"Vous obtenez le trousseau de&clés du %yGymnase Gerudo%w!"),
|
||||||
GIMESSAGE(RG_GANONS_CASTLE_KEY_RING, ITEM_KEY_SMALL,
|
GIMESSAGE(RG_GANONS_CASTLE_KEY_RING, ITEM_KEY_SMALL,
|
||||||
"You found a %rGanon's Castle&%wKeyring!",
|
"You found a %rGanon's Castle&%wKeyring!",
|
||||||
|
@ -3602,7 +3602,7 @@ void Randomizer::CreateCustomMessages() {
|
||||||
"Vous obtenez le trousseau de&clés du %rChâteau de Ganon%w!"),
|
"Vous obtenez le trousseau de&clés du %rChâteau de Ganon%w!"),
|
||||||
GIMESSAGE(RG_TREASURE_GAME_KEY_RING, ITEM_KEY_SMALL,
|
GIMESSAGE(RG_TREASURE_GAME_KEY_RING, ITEM_KEY_SMALL,
|
||||||
"You found a %rTreasure Chest Game&%wKeyring!",
|
"You found a %rTreasure Chest Game&%wKeyring!",
|
||||||
"!!!",
|
"Du erhältst ein %rSchlüsselbund%w& für das %rSchatztruhen-Poker&%w!",
|
||||||
"Vous obtenez le trousseau de&clés du %rJeu de la Chasse au Trésor%w!"),
|
"Vous obtenez le trousseau de&clés du %rJeu de la Chasse au Trésor%w!"),
|
||||||
|
|
||||||
GIMESSAGE(RG_FOREST_TEMPLE_BOSS_KEY, ITEM_KEY_BOSS,
|
GIMESSAGE(RG_FOREST_TEMPLE_BOSS_KEY, ITEM_KEY_BOSS,
|
||||||
|
@ -3725,32 +3725,41 @@ void Randomizer::CreateCustomMessages() {
|
||||||
"Du erhältst die %rKindergeldbörse%w!&Jetzt kannst Du bis&zu %y99 Rubine%w mit Dir führen!",
|
"Du erhältst die %rKindergeldbörse%w!&Jetzt kannst Du bis&zu %y99 Rubine%w mit Dir führen!",
|
||||||
"Vous obtenez la %rPetite Bourse%w!&Elle peut contenir jusqu'à %y99 rubis%w!"),
|
"Vous obtenez la %rPetite Bourse%w!&Elle peut contenir jusqu'à %y99 rubis%w!"),
|
||||||
|
|
||||||
GIMESSAGE_NO_GERMAN(RG_GOHMA_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_GOHMA_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %gGohma%w!",
|
"You found the soul for %gGohma%w!",
|
||||||
|
"Du hast die Seele von %gGohma%w gefunden!",
|
||||||
"Vous obtenez l'âme de %gGohma%w!"),
|
"Vous obtenez l'âme de %gGohma%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_KING_DODONGO_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_KING_DODONGO_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %rKing&Dodongo%w!",
|
"You found the soul for %rKing&Dodongo%w!",
|
||||||
|
"Du hast die Seele von %rKönig&Dodongo%w gefunden!",
|
||||||
"Vous obtenez l'âme du %rRoi Dodongo%w!"),
|
"Vous obtenez l'âme du %rRoi Dodongo%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_BARINADE_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_BARINADE_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %bBarinade%w!",
|
"You found the soul for %bBarinade%w!",
|
||||||
|
"Du hast die Seele von %bBarinade%w gefunden!",
|
||||||
"Vous obtenez l'âme de %bBarinade%w!"),
|
"Vous obtenez l'âme de %bBarinade%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_PHANTOM_GANON_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_PHANTOM_GANON_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %gPhantom&Ganon%w!",
|
"You found the soul for %gPhantom&Ganon%w!",
|
||||||
|
"Du hast die Seele von %gPhantom-&Ganon%w gefunden!",
|
||||||
"Vous obtenez l'âme de %gGanon&Spectral%w!"),
|
"Vous obtenez l'âme de %gGanon&Spectral%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_VOLVAGIA_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_VOLVAGIA_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %rVolvagia%w!",
|
"You found the soul for %rVolvagia%w!",
|
||||||
"Vous obtenez l'âme de %rVulcania%w!"),
|
"Du hast die Seele von %rVolvagia%w gefunden!",
|
||||||
GIMESSAGE_NO_GERMAN(RG_MORPHA_SOUL, ITEM_BIG_POE,
|
"Vous obtenez l'âme de %rVolcania%w!"),
|
||||||
|
GIMESSAGE(RG_MORPHA_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %bMorpha%w!",
|
"You found the soul for %bMorpha%w!",
|
||||||
|
"Du hast die Seele von %bMorpha%w gefunden!",
|
||||||
"Vous obtenez l'âme de %bMorpha%w!"),
|
"Vous obtenez l'âme de %bMorpha%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_BONGO_BONGO_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_BONGO_BONGO_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %pBongo&Bongo%w!",
|
"You found the soul for %pBongo&Bongo%w!",
|
||||||
|
"Du hast die Seele von %pBongo&Bongo%w gefunden!",
|
||||||
"Vous obtenez l'âme de %pBongo&Bongo%w!"),
|
"Vous obtenez l'âme de %pBongo&Bongo%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_TWINROVA_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_TWINROVA_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %yTwinrova%w!",
|
"You found the soul for %yTwinrova%w!",
|
||||||
|
"Du hast die Seele von %yTwinrova%w gefunden!",
|
||||||
"Vous obtenez l'âme du %yDuo&Maléfique%w!"),
|
"Vous obtenez l'âme du %yDuo&Maléfique%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_GANON_SOUL, ITEM_BIG_POE,
|
GIMESSAGE(RG_GANON_SOUL, ITEM_BIG_POE,
|
||||||
"You found the soul for %cGanon%w!",
|
"You found the soul for %cGanon%w!",
|
||||||
|
"Du hast die Seele von %cGanon%w gefunden!",
|
||||||
"Vous obtenez l'âme de %cGanon%w!"),
|
"Vous obtenez l'âme de %cGanon%w!"),
|
||||||
|
|
||||||
GIMESSAGE(RG_OCARINA_A_BUTTON, ITEM_OCARINA_TIME,
|
GIMESSAGE(RG_OCARINA_A_BUTTON, ITEM_OCARINA_TIME,
|
||||||
|
@ -3774,47 +3783,61 @@ void Randomizer::CreateCustomMessages() {
|
||||||
"Der %y\xa6%r Knopf%w!&Du kannst ihn nun zum Spielen&von Liedern auf der %rOkarina%w&verwenden!",
|
"Der %y\xa6%r Knopf%w!&Du kannst ihn nun zum Spielen&von Liedern auf der %rOkarina%w&verwenden!",
|
||||||
"Vous obtenez la %rtouche %y\xa6%r de&l'Ocarina%w! Vous pouvez&maintenant l'utiliser lorsque&vous en jouez!"),
|
"Vous obtenez la %rtouche %y\xa6%r de&l'Ocarina%w! Vous pouvez&maintenant l'utiliser lorsque&vous en jouez!"),
|
||||||
|
|
||||||
GIMESSAGE_NO_GERMAN(RG_BRONZE_SCALE, ITEM_SCALE_SILVER,
|
GIMESSAGE(RG_BRONZE_SCALE, ITEM_SCALE_SILVER,
|
||||||
"You got the %rBronze Scale%w!&The power of buoyancy is yours!",
|
"You got the %rBronze Scale%w!&The power of buoyancy is yours!",
|
||||||
|
"Du hast die %rBronzene Schuppe%w erhalten!&Die Macht der Schwungkraft ist dein!",
|
||||||
"Vous obtenez l'%rÉcaille de Bronze%w!&Le pouvoir de la flottabilité est&à vous!"),
|
"Vous obtenez l'%rÉcaille de Bronze%w!&Le pouvoir de la flottabilité est&à vous!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_FISHING_POLE, ITEM_FISHING_POLE,
|
GIMESSAGE(RG_FISHING_POLE, ITEM_FISHING_POLE,
|
||||||
"You found a lost %rFishing Pole%w!&Time to hit the pond!",
|
"You found a lost %rFishing Pole%w!&Time to hit the pond!",
|
||||||
|
"Du hast eine verlorene %rAngelrute%w gefunden!&Zeit, im Teich zu angeln!",
|
||||||
"Vous obtenez une %rCanne à pêche%w&perdue!&Il est temps d'aller à %gl'étang%w!"),
|
"Vous obtenez une %rCanne à pêche%w&perdue!&Il est temps d'aller à %gl'étang%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_BOMBCHU_BAG, ITEM_BOMBCHU,
|
GIMESSAGE(RG_BOMBCHU_BAG, ITEM_BOMBCHU,
|
||||||
"You found the %rBombchu Bag%w!",
|
"You found the %rBombchu Bag%w!",
|
||||||
|
"Du hast die %rKrabbelminentasche%w&gefunden!",
|
||||||
"Vous obtenez un %rSac de Missiles&Teigneux%w!"),
|
"Vous obtenez un %rSac de Missiles&Teigneux%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_BOMB_BAG_INF, ITEM_BOMB_BAG_40,
|
GIMESSAGE(RG_BOMB_BAG_INF, ITEM_BOMB_BAG_40,
|
||||||
"You got an %rInfinite Bomb Bag%w!&Now you have %yinfinite bombs%w!",
|
"You got an %rInfinite Bomb Bag%w!&Now you have %yinfinite bombs%w!",
|
||||||
|
"Du hast eine %runendliche Bombentasche%w&gefunden! Nun hast Du &%yunendliche Bomben%w!",
|
||||||
"Vous obtenez un %rSac de Bombes&sans fond%w!&Vous avez maintenant des %ybombes&en quantité illimitée%w!"),
|
"Vous obtenez un %rSac de Bombes&sans fond%w!&Vous avez maintenant des %ybombes&en quantité illimitée%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_QUIVER_INF, ITEM_QUIVER_50,
|
GIMESSAGE(RG_QUIVER_INF, ITEM_QUIVER_50,
|
||||||
"You got an %rInfinite Quiver%w!&Now you have %yinfinite arrows%w!",
|
"You got an %rInfinite Quiver%w!&Now you have %yinfinite arrows%w!",
|
||||||
|
"Du hast einen %runendlichen Köcher%w&gefunden! Nun hast Du &%yunendliche Pfeile%w!",
|
||||||
"Vous obtenez un %rCarquois Infini%w!&Vous avez maintenant des %yflèches&de manière illimitée%w!"),
|
"Vous obtenez un %rCarquois Infini%w!&Vous avez maintenant des %yflèches&de manière illimitée%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_BULLET_BAG_INF, ITEM_BULLET_BAG_50,
|
GIMESSAGE(RG_BULLET_BAG_INF, ITEM_BULLET_BAG_50,
|
||||||
"You got an %rInfinite Bullet Bag%w!&Now you have %yinfinite&slingshot seeds%w!",
|
"You got an %rInfinite Bullet Bag%w!&Now you have %yinfinite&slingshot seeds%w!",
|
||||||
|
"Du hast eine %runendliche Samentasche%w&gefunden! Nun hast Du &%yunendliche Samen%w!",
|
||||||
"Vous obtenez un %rSac de Graines&sans fond%w!&Vous avez maintenant des %ygraines&de lance-pierres à l'infini%w!"),
|
"Vous obtenez un %rSac de Graines&sans fond%w!&Vous avez maintenant des %ygraines&de lance-pierres à l'infini%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_STICK_UPGRADE_INF, ITEM_STICK,
|
GIMESSAGE(RG_STICK_UPGRADE_INF, ITEM_STICK,
|
||||||
"You now have %yinfinite%w %rDeku Sticks%w!",
|
"You now have %yinfinite%w %rDeku Sticks%w!",
|
||||||
|
"Du hast nun %yrunendliche%w %rDeku-Stäbe%w!",
|
||||||
"Vous avez maintenant des %yBâtons&Mojo de manière illimitée%w!"),
|
"Vous avez maintenant des %yBâtons&Mojo de manière illimitée%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_NUT_UPGRADE_INF, ITEM_NUT,
|
GIMESSAGE(RG_NUT_UPGRADE_INF, ITEM_NUT,
|
||||||
"You now have %yinfinite%w %rDeku Nuts%w!",
|
"You now have %yinfinite%w %rDeku Nuts%w!",
|
||||||
|
"Du hast nun %yunendliche%w %rDeku-Nüsse%w!",
|
||||||
"Vous avez maintenant des %yNoix&Mojo de manière illimitée%w!"),
|
"Vous avez maintenant des %yNoix&Mojo de manière illimitée%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_MAGIC_INF, ITEM_MAGIC_LARGE,
|
GIMESSAGE(RG_MAGIC_INF, ITEM_MAGIC_LARGE,
|
||||||
"You now have %yinfinite%w %rMagic%w!",
|
"You now have %yinfinite%w %rMagic%w!",
|
||||||
|
"Du hast nun %yunendliche%w %rMagiew!",
|
||||||
"Vous avez maintenant une quantité&de %ymagie illimitée%w!"),
|
"Vous avez maintenant une quantité&de %ymagie illimitée%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_BOMBCHU_INF, ITEM_BOMBCHU,
|
GIMESSAGE(RG_BOMBCHU_INF, ITEM_BOMBCHU,
|
||||||
"You now have %yinfinite%w %rBombchus%w!",
|
"You now have %yinfinite%w %rBombchus%w!",
|
||||||
|
"Du hast nun %yunendliche%w %rKrabbelminen%w!",
|
||||||
"Vous avez maintenant des %yMissiles&Teigneux en quantité illimités%w!"),
|
"Vous avez maintenant des %yMissiles&Teigneux en quantité illimités%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_WALLET_INF, ITEM_WALLET_GIANT,
|
GIMESSAGE(RG_WALLET_INF, ITEM_WALLET_GIANT,
|
||||||
"You now have %yinfinite%w %rmoney%w!",
|
"You now have %yinfinite%w %rmoney%w!",
|
||||||
|
"Du hast nun %yunendliche%w %rRubinew!",
|
||||||
"Vous avez maintenant des %yRubis en& quantité illimitée%w!"),
|
"Vous avez maintenant des %yRubis en& quantité illimitée%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_SKELETON_KEY, ITEM_KEY_SMALL,
|
GIMESSAGE(RG_SKELETON_KEY, ITEM_KEY_SMALL,
|
||||||
"You found the %rSkeleton Key%w!",
|
"You found the %rSkeleton Key%w!",
|
||||||
|
"Du hast den %rSkelettschlüssel%w gefunden!",
|
||||||
"Vous avez trouvé la %rClé Squelette%w!"),
|
"Vous avez trouvé la %rClé Squelette%w!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_DEKU_STICK_BAG, ITEM_STICK,
|
GIMESSAGE(RG_DEKU_STICK_BAG, ITEM_STICK,
|
||||||
"You found the %rDeku Stick Bag%w!&You can now hold deku sticks!",
|
"You found the %rDeku Stick Bag%w!&You can now hold Deku Sticks!",
|
||||||
|
"Du hast eine %rDeku-Stab-Tasche%w&gefunden! Nun kannst Du &%yDeku-Stäbe%w halten!",
|
||||||
"Vous avez trouvé le %rSac de Bâtons&Mojo%w!&Vous pouvez maintenant porter des&Bâtons Mojo!"),
|
"Vous avez trouvé le %rSac de Bâtons&Mojo%w!&Vous pouvez maintenant porter des&Bâtons Mojo!"),
|
||||||
GIMESSAGE_NO_GERMAN(RG_DEKU_NUT_BAG, ITEM_NUT,
|
GIMESSAGE(RG_DEKU_NUT_BAG, ITEM_NUT,
|
||||||
"You found the %rDeku Nut Bag%w!&You can now hold deku nuts!",
|
"You found the %rDeku Nut Bag%w!&You can now hold Deku Nuts!",
|
||||||
|
"Du hast eine %rDeku-Nuß-Tasche%w&gefunden! Nun kannst Du &%yDeku-Nüsse%w halten!",
|
||||||
"Vous avez trouvé le %rSac de Noix& Mojo%w!&Vous pouvez maintenant porter des&Noix Mojo!"),
|
"Vous avez trouvé le %rSac de Noix& Mojo%w!&Vous pouvez maintenant porter des&Noix Mojo!"),
|
||||||
}};
|
}};
|
||||||
CreateGetItemMessages(getItemMessages);
|
CreateGetItemMessages(getItemMessages);
|
||||||
|
|
|
@ -32,9 +32,9 @@ void StartingItemGive(GetItemEntry getItemEntry, RandomizerCheck randomizerCheck
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// RANDOTODO replace most of these GiveLink functions with calls to
|
// RANDOTODO: Replace most of these GiveLink functions with calls to
|
||||||
// Item_Give in z_parameter, we'll need to update Item_Give to ensure
|
// Item_Give in z_parameter, we'll need to update Item_Give to ensure
|
||||||
// nothing breaks when calling it without a valid play first
|
// nothing breaks when calling it without a valid play first.
|
||||||
void GiveLinkRupees(int numOfRupees) {
|
void GiveLinkRupees(int numOfRupees) {
|
||||||
int maxRupeeCount = 0;
|
int maxRupeeCount = 0;
|
||||||
if (CUR_UPG_VALUE(UPG_WALLET) == 0) {
|
if (CUR_UPG_VALUE(UPG_WALLET) == 0) {
|
||||||
|
@ -101,7 +101,7 @@ void GiveLinksPocketItem() {
|
||||||
if (Randomizer_GetSettingValue(RSK_LINKS_POCKET) != RO_LINKS_POCKET_NOTHING) {
|
if (Randomizer_GetSettingValue(RSK_LINKS_POCKET) != RO_LINKS_POCKET_NOTHING) {
|
||||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_LINKS_POCKET, (GetItemID)RG_NONE);
|
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_LINKS_POCKET, (GetItemID)RG_NONE);
|
||||||
StartingItemGive(getItemEntry, RC_LINKS_POCKET);
|
StartingItemGive(getItemEntry, RC_LINKS_POCKET);
|
||||||
// If we re-add the above, we'll get the item on save creation, now it's given on first load
|
// If we re-add the above, we'll get the item on save creation, now it's given on first load.
|
||||||
Flags_SetRandomizerInf(RAND_INF_LINKS_POCKET);
|
Flags_SetRandomizerInf(RAND_INF_LINKS_POCKET);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -194,9 +194,9 @@ void SetStartingItems() {
|
||||||
// Logic cannot handle vanilla key layout in some dungeons
|
// Logic cannot handle vanilla key layout in some dungeons
|
||||||
// this is because vanilla expects the dungeon major item to be
|
// this is because vanilla expects the dungeon major item to be
|
||||||
// locked behind the keys, which is not always true in rando.
|
// locked behind the keys, which is not always true in rando.
|
||||||
// We can resolve this by starting with some extra keys
|
// We can resolve this by starting with some extra keys.
|
||||||
if (ResourceMgr_IsSceneMasterQuest(SCENE_SPIRIT_TEMPLE)) {
|
if (ResourceMgr_IsSceneMasterQuest(SCENE_SPIRIT_TEMPLE)) {
|
||||||
// MQ Spirit needs 3 keys
|
// MQ Spirit needs 3 keys.
|
||||||
gSaveContext.inventory.dungeonKeys[SCENE_SPIRIT_TEMPLE] = 3;
|
gSaveContext.inventory.dungeonKeys[SCENE_SPIRIT_TEMPLE] = 3;
|
||||||
gSaveContext.ship.stats.dungeonKeys[SCENE_SPIRIT_TEMPLE] = 3;
|
gSaveContext.ship.stats.dungeonKeys[SCENE_SPIRIT_TEMPLE] = 3;
|
||||||
}
|
}
|
||||||
|
@ -222,10 +222,10 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
// Starts pending ice traps out at 0 before potentially incrementing them down the line.
|
// Starts pending ice traps out at 0 before potentially incrementing them down the line.
|
||||||
gSaveContext.ship.pendingIceTrapCount = 0;
|
gSaveContext.ship.pendingIceTrapCount = 0;
|
||||||
|
|
||||||
// Reset triforce pieces collected
|
// Reset triforce pieces collected.
|
||||||
gSaveContext.ship.quest.data.randomizer.triforcePiecesCollected = 0;
|
gSaveContext.ship.quest.data.randomizer.triforcePiecesCollected = 0;
|
||||||
|
|
||||||
// Set Cutscene flags and texts to skip them
|
// Set Cutscene flags and texts to skip them.
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_FIRST_SPOKE_TO_MIDO);
|
Flags_SetEventChkInf(EVENTCHKINF_FIRST_SPOKE_TO_MIDO);
|
||||||
Flags_SetInfTable(INFTABLE_SPOKE_TO_KAEPORA_IN_LAKE_HYLIA);
|
Flags_SetInfTable(INFTABLE_SPOKE_TO_KAEPORA_IN_LAKE_HYLIA);
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_SHEIK_SPAWNED_AT_MASTER_SWORD_PEDESTAL);
|
Flags_SetEventChkInf(EVENTCHKINF_SHEIK_SPAWNED_AT_MASTER_SWORD_PEDESTAL);
|
||||||
|
@ -234,7 +234,7 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO);
|
Flags_SetEventChkInf(EVENTCHKINF_WATCHED_GANONS_CASTLE_COLLAPSE_CAUGHT_BY_GERUDO);
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_NABOORU_IN_SPIRIT_TEMPLE);
|
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_NABOORU_IN_SPIRIT_TEMPLE);
|
||||||
|
|
||||||
// Go away ruto (water temple first cutscene)
|
// Go away Ruto (Water Temple first cutscene).
|
||||||
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch |= (1 << 0x10);
|
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch |= (1 << 0x10);
|
||||||
|
|
||||||
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OCARINA_BUTTONS) == RO_GENERIC_OFF) {
|
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OCARINA_BUTTONS) == RO_GENERIC_OFF) {
|
||||||
|
@ -260,7 +260,7 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
// Give Link's pocket item
|
// Give Link's pocket item
|
||||||
GiveLinksPocketItem();
|
GiveLinksPocketItem();
|
||||||
|
|
||||||
// remove One Time scrubs with scrubsanity off
|
// Remove One Time Scrubs with Scrubsanity off
|
||||||
if (Randomizer_GetSettingValue(RSK_SHUFFLE_SCRUBS) == RO_SCRUBS_OFF) {
|
if (Randomizer_GetSettingValue(RSK_SHUFFLE_SCRUBS) == RO_SCRUBS_OFF) {
|
||||||
Flags_SetRandomizerInf(RAND_INF_SCRUBS_PURCHASED_LW_DEKU_SCRUB_NEAR_BRIDGE);
|
Flags_SetRandomizerInf(RAND_INF_SCRUBS_PURCHASED_LW_DEKU_SCRUB_NEAR_BRIDGE);
|
||||||
Flags_SetRandomizerInf(RAND_INF_SCRUBS_PURCHASED_LW_DEKU_SCRUB_GROTTO_FRONT);
|
Flags_SetRandomizerInf(RAND_INF_SCRUBS_PURCHASED_LW_DEKU_SCRUB_GROTTO_FRONT);
|
||||||
|
@ -272,7 +272,7 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
case RO_AGE_ADULT: // Adult
|
case RO_AGE_ADULT: // Adult
|
||||||
gSaveContext.linkAge = LINK_AGE_ADULT;
|
gSaveContext.linkAge = LINK_AGE_ADULT;
|
||||||
gSaveContext.entranceIndex = ENTR_TEMPLE_OF_TIME_WARP_PAD;
|
gSaveContext.entranceIndex = ENTR_TEMPLE_OF_TIME_WARP_PAD;
|
||||||
gSaveContext.savedSceneNum = SCENE_LON_LON_RANCH; // Set scene num manually to ToT
|
gSaveContext.savedSceneNum = SCENE_LON_LON_RANCH; // Set scene num manually to ToT.
|
||||||
break;
|
break;
|
||||||
case RO_AGE_CHILD: // Child
|
case RO_AGE_CHILD: // Child
|
||||||
gSaveContext.linkAge = LINK_AGE_CHILD;
|
gSaveContext.linkAge = LINK_AGE_CHILD;
|
||||||
|
@ -284,7 +284,7 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
|
|
||||||
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS)) {
|
if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS)) {
|
||||||
// Override the spawn entrance so entrance rando can take control,
|
// Override the spawn entrance so entrance rando can take control,
|
||||||
// and to prevent remember save location from breaking inital spawn
|
// and to prevent remember save location from breaking initial spawn.
|
||||||
gSaveContext.entranceIndex = -1;
|
gSaveContext.entranceIndex = -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -304,7 +304,7 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_SONG_FROM_IMPA, (GetItemID)RG_ZELDAS_LULLABY);
|
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_SONG_FROM_IMPA, (GetItemID)RG_ZELDAS_LULLABY);
|
||||||
StartingItemGive(getItemEntry, RC_SONG_FROM_IMPA);
|
StartingItemGive(getItemEntry, RC_SONG_FROM_IMPA);
|
||||||
|
|
||||||
// malon/talon back at ranch
|
// Malon/Talon back at ranch.
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_POCKET_EGG);
|
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_POCKET_EGG);
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_TALON_WOKEN_IN_CASTLE);
|
Flags_SetEventChkInf(EVENTCHKINF_TALON_WOKEN_IN_CASTLE);
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE);
|
Flags_SetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE);
|
||||||
|
@ -313,13 +313,13 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER);
|
Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER);
|
||||||
Flags_SetRandomizerInf(RAND_INF_CHILD_TRADES_HAS_LETTER_ZELDA);
|
Flags_SetRandomizerInf(RAND_INF_CHILD_TRADES_HAS_LETTER_ZELDA);
|
||||||
|
|
||||||
// Got item from impa
|
// Got item from Impa.
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_LEARNED_ZELDAS_LULLABY);
|
Flags_SetEventChkInf(EVENTCHKINF_LEARNED_ZELDAS_LULLABY);
|
||||||
|
|
||||||
gSaveContext.sceneFlags[SCENE_HYRULE_CASTLE].swch |= (1 << 0x4); // move milk crates in hyrule castle to moat
|
gSaveContext.sceneFlags[SCENE_HYRULE_CASTLE].swch |= (1 << 0x4); // Move milk crates in Hyrule Castle to moat.
|
||||||
|
|
||||||
// set this at the end to ensure we always start with the letter
|
// Set this at the end to ensure we always start with the letter.
|
||||||
// this is for the off chance we got the weird egg from impa (which should never happen)
|
// This is for the off chance, we got the Weird Egg from Impa (which should never happen).
|
||||||
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_LETTER_ZELDA;
|
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_LETTER_ZELDA;
|
||||||
Flags_SetRandomizerInf(RAND_INF_CHILD_TRADES_HAS_LETTER_ZELDA);
|
Flags_SetRandomizerInf(RAND_INF_CHILD_TRADES_HAS_LETTER_ZELDA);
|
||||||
}
|
}
|
||||||
|
@ -336,8 +336,8 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
Flags_SetEventChkInf(EVENTCHKINF_EPONA_OBTAINED);
|
Flags_SetEventChkInf(EVENTCHKINF_EPONA_OBTAINED);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Open lowest Vanilla Fire Temple locked door (to prevent key logic lockouts)
|
// Open lowest Vanilla Fire Temple locked door (to prevent key logic lockouts).
|
||||||
// Not done on keysanity since this lockout is a non issue when Fire keys can be found outside the temple
|
// Not done on Keysanity since this lockout is a non-issue when Fire Keys can be found outside the temple.
|
||||||
u8 keysanity = Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANYWHERE ||
|
u8 keysanity = Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANYWHERE ||
|
||||||
Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_OVERWORLD ||
|
Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_OVERWORLD ||
|
||||||
Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANY_DUNGEON;
|
Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANY_DUNGEON;
|
||||||
|
@ -345,14 +345,14 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
gSaveContext.sceneFlags[SCENE_FIRE_TEMPLE].swch |= (1 << 0x17);
|
gSaveContext.sceneFlags[SCENE_FIRE_TEMPLE].swch |= (1 << 0x17);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Opens locked Water Temple door in vanilla to prevent softlocks
|
// Opens locked Water Temple door in vanilla to prevent softlocks.
|
||||||
// West door on the middle level that leads to the water raising thing
|
// West door on the middle level that leads to the water raising thing.
|
||||||
// Happens in 3DS rando and N64 rando as well
|
// Happens in 3DS rando and N64 rando as well.
|
||||||
if (!ResourceMgr_IsSceneMasterQuest(SCENE_WATER_TEMPLE)) {
|
if (!ResourceMgr_IsSceneMasterQuest(SCENE_WATER_TEMPLE)) {
|
||||||
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch |= (1 << 0x15);
|
gSaveContext.sceneFlags[SCENE_WATER_TEMPLE].swch |= (1 << 0x15);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Now handled on the fly
|
// Now handled on the fly.
|
||||||
// int openForest = Randomizer_GetSettingValue(RSK_FOREST);
|
// int openForest = Randomizer_GetSettingValue(RSK_FOREST);
|
||||||
// switch (openForest) {
|
// switch (openForest) {
|
||||||
// case RO_CLOSED_FOREST_OFF:
|
// case RO_CLOSED_FOREST_OFF:
|
||||||
|
@ -423,7 +423,7 @@ extern "C" void Randomizer_InitSaveFile() {
|
||||||
gSaveContext.itemGetInf[3] |= 0x100; // Sold Keaton Mask
|
gSaveContext.itemGetInf[3] |= 0x100; // Sold Keaton Mask
|
||||||
gSaveContext.itemGetInf[3] |= 0x200; // Sold Skull Mask
|
gSaveContext.itemGetInf[3] |= 0x200; // Sold Skull Mask
|
||||||
gSaveContext.itemGetInf[3] |= 0x400; // Sold Spooky Mask
|
gSaveContext.itemGetInf[3] |= 0x400; // Sold Spooky Mask
|
||||||
gSaveContext.itemGetInf[3] |= 0x800; // bunny hood related
|
gSaveContext.itemGetInf[3] |= 0x800; // Bunny Hood related
|
||||||
gSaveContext.itemGetInf[3] |= 0x8000; // Obtained Mask of Truth
|
gSaveContext.itemGetInf[3] |= 0x8000; // Obtained Mask of Truth
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -344,20 +344,20 @@ void Settings::CreateOptions() {
|
||||||
// OPT_TRICK(RT_GROUND_CLIP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Ground Clip", "Enables locations requiring ground clips.");
|
// OPT_TRICK(RT_GROUND_CLIP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Ground Clip", "Enables locations requiring ground clips.");
|
||||||
// OPT_TRICK(RT_GROUND_JUMP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Ground Jump", "Enables locations requiring ground jumps.");
|
// OPT_TRICK(RT_GROUND_JUMP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Ground Jump", "Enables locations requiring ground jumps.");
|
||||||
// OPT_TRICK(RT_HESS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "HESS", "Enables locations requiring a Hyper Extended Super Slide.");
|
// OPT_TRICK(RT_HESS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "HESS", "Enables locations requiring a Hyper Extended Super Slide.");
|
||||||
// OPT_TRICK(RT_HOOKSHOT_CLIP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Hookshot Clip", "Enables locations requiring hookshot clips.");
|
// OPT_TRICK(RT_HOOKSHOT_CLIP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Hookshot Clip", "Enables locations requiring Hookshot clips.");
|
||||||
// OPT_TRICK(RT_HOOKSHOT_JUMP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Hookshot Jump", "Enables locations requiring hookshot jumps.");
|
// OPT_TRICK(RT_HOOKSHOT_JUMP, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "Hookshot Jump", "Enables locations requiring Hookshot jumps.");
|
||||||
// OPT_TRICK(RT_ISG, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "ISG", "Enables locations requiring use of the infinite sword glitch.");
|
// OPT_TRICK(RT_ISG, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL, Tricks::Tag::GLITCH}, "ISG", "Enables locations requiring use of the infinite sword glitch.");
|
||||||
|
|
||||||
OPT_TRICK(RT_VISIBLE_COLLISION, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Pass Through Visible One-Way Collision", "Allows climbing through the platform to reach Impa's House Back as adult with no items and going through the Kakariko Village Gate as child when coming from the Mountain Trail side.");
|
OPT_TRICK(RT_VISIBLE_COLLISION, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Pass Through Visible One-Way Collision", "Allows climbing through the platform to reach Impa's House Back as adult with no items and going through the Kakariko Village Gate as child when coming from the Mountain Trail side.");
|
||||||
OPT_TRICK(RT_GROTTOS_WITHOUT_AGONY, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Hidden Grottos without Stone of Agony", "Allows entering hidden grottos without the Stone of Agony.");
|
OPT_TRICK(RT_GROTTOS_WITHOUT_AGONY, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Hidden Grottos without Stone of Agony", "Allows entering hidden grottos without the Stone of Agony.");
|
||||||
OPT_TRICK(RT_FEWER_TUNIC_REQUIREMENTS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::INTERMEDIATE}, "Fewer Tunic Requirements", "Allows the following possible without Tunics:\n- Enter Water Temple. The area below the center pillar still requires Zora Tunic. Applies to MQ also.\n- Enter Fire Temple. Volvagia still requires Goron tunic. Applies to MQ also, and includes child access to first floor with dungeon shuffle.");
|
OPT_TRICK(RT_FEWER_TUNIC_REQUIREMENTS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::INTERMEDIATE}, "Fewer Tunic Requirements", "Allows the following possible without Tunics:\n- Enter Water Temple. The area below the center pillar still requires Zora Tunic. Applies to MQ also.\n- Enter Fire Temple. Volvagia still requires Goron Tunic. Applies to MQ also, and includes child access to first floor with dungeon shuffle.");
|
||||||
OPT_TRICK(RT_RUSTED_SWITCHES, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Hammer Rusted Switches Through Walls", "Applies to:\n- Fire Temple Highest Goron Chest.\n- MQ Fire Temple Lizalfos Maze.\n- MQ Spirit Trial.");
|
OPT_TRICK(RT_RUSTED_SWITCHES, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Hammer Rusted Switches Through Walls", "Applies to:\n- Fire Temple Highest Goron Chest.\n- MQ Fire Temple Lizalfos Maze.\n- MQ Spirit Trial.");
|
||||||
OPT_TRICK(RT_FLAMING_CHESTS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::INTERMEDIATE}, "Flaming Chests", "The chests encircled in flames in Gerudo Training Ground and in Spirit Temple can be opened by running into the flames while Link is invincible after taking damage.");
|
OPT_TRICK(RT_FLAMING_CHESTS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::INTERMEDIATE}, "Flaming Chests", "The chests encircled in flames in Gerudo Training Ground and in Spirit Temple can be opened by running into the flames while Link is invincible after taking damage.");
|
||||||
// disabled for now, can't check for being able to use bunny hood & bunny hood speedup is currently completely decoupled from rando
|
// disabled for now, can't check for being able to use bunny hood & bunny hood speedup is currently completely decoupled from rando
|
||||||
// OPT_TRICK(RT_BUNNY_HOOD_JUMPS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED}, "Bunny Hood Jumps", "Allows reaching locations using Bunny Hood's extended jumps.");
|
// OPT_TRICK(RT_BUNNY_HOOD_JUMPS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED}, "Bunny Hood Jumps", "Allows reaching locations using Bunny Hood's extended jumps.");
|
||||||
OPT_TRICK(RT_DAMAGE_BOOST_SIMPLE, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL}, "Simple damage boosts", "Allows damage boosts in order to reach further locations. Can be combined with \"Simple hover boosts\" for reaching far distances.");
|
OPT_TRICK(RT_DAMAGE_BOOST_SIMPLE, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL}, "Simple damage boosts", "Allows damage boosts in order to reach further locations. Can be combined with \"Simple hover boosts\" for reaching far distances.");
|
||||||
OPT_TRICK(RT_HOVER_BOOST_SIMPLE, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL}, "Simple hover boosts", "Allows equipping of hover boots when link is moving at high speeds to extend distance covered. Can be combined with \"Simple damage boosts\" for greater uses.");
|
OPT_TRICK(RT_HOVER_BOOST_SIMPLE, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL}, "Simple hover boosts", "Allows equipping of hover boots when link is moving at high speeds to extend distance covered. Can be combined with \"Simple damage boosts\" for greater uses.");
|
||||||
OPT_TRICK(RT_BOMBCHU_BEEHIVES, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Bombchu Beehives", "Allows exploding beehives with bombchus.");
|
OPT_TRICK(RT_BOMBCHU_BEEHIVES, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Bombchu Beehives", "Allows exploding beehives with Bombchus.");
|
||||||
OPT_TRICK(RT_BLUE_FIRE_MUD_WALLS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Break Mud Walls with Blue Fire", "Use Blue Fire to break mud walls.");
|
OPT_TRICK(RT_BLUE_FIRE_MUD_WALLS, RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Break Mud Walls with Blue Fire", "Use Blue Fire to break mud walls.");
|
||||||
OPT_TRICK(RT_KF_ADULT_GS, RCQUEST_BOTH, RA_KOKIRI_FOREST, {Tricks::Tag::NOVICE}, "Adult Kokiri Forest GS with Hover Boots", "Can be obtained without Hookshot by using the Hover Boots off of one of the roots.");
|
OPT_TRICK(RT_KF_ADULT_GS, RCQUEST_BOTH, RA_KOKIRI_FOREST, {Tricks::Tag::NOVICE}, "Adult Kokiri Forest GS with Hover Boots", "Can be obtained without Hookshot by using the Hover Boots off of one of the roots.");
|
||||||
OPT_TRICK(RT_LW_BRIDGE, RCQUEST_BOTH, RA_THE_LOST_WOODS, {Tricks::Tag::EXPERT}, "Jump onto the Lost Woods Bridge as Adult with Nothing", "With very precise movement it's possible for adult to jump onto the bridge without needing Longshot, Hover Boots, or Bean.");
|
OPT_TRICK(RT_LW_BRIDGE, RCQUEST_BOTH, RA_THE_LOST_WOODS, {Tricks::Tag::EXPERT}, "Jump onto the Lost Woods Bridge as Adult with Nothing", "With very precise movement it's possible for adult to jump onto the bridge without needing Longshot, Hover Boots, or Bean.");
|
||||||
|
@ -383,8 +383,8 @@ void Settings::CreateOptions() {
|
||||||
// disabled for now, only applies when trade quest is not shuffled so there's a timer (currently not considered in logic)
|
// disabled for now, only applies when trade quest is not shuffled so there's a timer (currently not considered in logic)
|
||||||
// OPT_TRICK(RT_DMT_BOLERO_BIGGORON, RCQUEST_BOTH, RA_DEATH_MOUNTAIN_TRAIL, {Tricks::Tag::INTERMEDIATE}, "Deliver Eye Drops with Bolero of Fire", "Playing a warp song normally causes a trade item to spoil immediately, however, it is possible use Bolero to reach Biggoron and still deliver the Eye Drops before they spoil. If you do not wear the Goron Tunic, the heat timer inside the crater will override the trade item\'s timer. When you exit to Death Mountain Trail you will have one second to show the Eye Drops before they expire. You can get extra time to show the Eye Drops if you warp immediately upon receiving them. If you don't have many hearts, you may have to reset the heat timer by quickly dipping in and out of Darunia\'s chamber or quickly equipping and unequipping the Goron Tunic. This trick does not apply if \"Randomize Warp Song Destinations\" is enabled, or if the settings are such that trade items do not need to be delivered within a time limit.");
|
// OPT_TRICK(RT_DMT_BOLERO_BIGGORON, RCQUEST_BOTH, RA_DEATH_MOUNTAIN_TRAIL, {Tricks::Tag::INTERMEDIATE}, "Deliver Eye Drops with Bolero of Fire", "Playing a warp song normally causes a trade item to spoil immediately, however, it is possible use Bolero to reach Biggoron and still deliver the Eye Drops before they spoil. If you do not wear the Goron Tunic, the heat timer inside the crater will override the trade item\'s timer. When you exit to Death Mountain Trail you will have one second to show the Eye Drops before they expire. You can get extra time to show the Eye Drops if you warp immediately upon receiving them. If you don't have many hearts, you may have to reset the heat timer by quickly dipping in and out of Darunia\'s chamber or quickly equipping and unequipping the Goron Tunic. This trick does not apply if \"Randomize Warp Song Destinations\" is enabled, or if the settings are such that trade items do not need to be delivered within a time limit.");
|
||||||
OPT_TRICK(RT_GC_POT, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::ADVANCED}, "Goron City Spinning Pot PoH with Bombchu", "A Bombchu can be used to stop the spinning pot, but it can be quite finicky to get it to work.");
|
OPT_TRICK(RT_GC_POT, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::ADVANCED}, "Goron City Spinning Pot PoH with Bombchu", "A Bombchu can be used to stop the spinning pot, but it can be quite finicky to get it to work.");
|
||||||
OPT_TRICK(RT_GC_POT_STRENGTH, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::INTERMEDIATE}, "Goron City Spinning Pot PoH with Strength", "Allows for stopping the Goron City Spinning Pot using a bomb flower alone, requiring strength in lieu of inventory explosives.");
|
OPT_TRICK(RT_GC_POT_STRENGTH, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::INTERMEDIATE}, "Goron City Spinning Pot PoH with Strength", "Allows for stopping the Goron City Spinning Pot using a Bomb Flower alone, requiring strength in lieu of inventory explosives.");
|
||||||
OPT_TRICK(RT_GC_ROLLING_STRENGTH, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::INTERMEDIATE}, "Rolling Goron (Hot Rodder Goron) as Child with Strength", "Use the bombflower on the stairs or near Medigoron. Timing is tight, especially without backwalking.");
|
OPT_TRICK(RT_GC_ROLLING_STRENGTH, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::INTERMEDIATE}, "Rolling Goron (Hot Rodder Goron) as Child with Strength", "Use the Bomb Flower on the stairs or near Medigoron. Timing is tight, especially without backwalking.");
|
||||||
OPT_TRICK(RT_GC_LEFTMOST, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::ADVANCED}, "Goron City Maze Left Chest with Hover Boots", "A precise backwalk starting from on top of the crate and ending with a precisely-timed backflip can reach this chest without needing either the Hammer or Silver Gauntlets.");
|
OPT_TRICK(RT_GC_LEFTMOST, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::ADVANCED}, "Goron City Maze Left Chest with Hover Boots", "A precise backwalk starting from on top of the crate and ending with a precisely-timed backflip can reach this chest without needing either the Hammer or Silver Gauntlets.");
|
||||||
OPT_TRICK(RT_GC_GROTTO, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::ADVANCED}, "Goron City Grotto with Hookshot While Taking Damage", "It is possible to reach the Goron City Grotto by quickly using the Hookshot while in the midst of taking damage from the lava floor.");
|
OPT_TRICK(RT_GC_GROTTO, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::ADVANCED}, "Goron City Grotto with Hookshot While Taking Damage", "It is possible to reach the Goron City Grotto by quickly using the Hookshot while in the midst of taking damage from the lava floor.");
|
||||||
OPT_TRICK(RT_GC_LINK_GORON_DINS, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::NOVICE}, "Stop Link the Goron with Din\'s Fire", "The timing is quite awkward.");
|
OPT_TRICK(RT_GC_LINK_GORON_DINS, RCQUEST_BOTH, RA_GORON_CITY, {Tricks::Tag::NOVICE}, "Stop Link the Goron with Din\'s Fire", "The timing is quite awkward.");
|
||||||
|
@ -405,39 +405,39 @@ void Settings::CreateOptions() {
|
||||||
OPT_TRICK(RT_GV_CRATE_HOVERS, RCQUEST_BOTH, RA_GERUDO_VALLEY, {Tricks::Tag::INTERMEDIATE}, "Gerudo Valley Crate PoH as Adult with Hover Boots", "From the far side of Gerudo Valley, a precise Hover Boots movement and jump-slash recoil can allow adult to reach the ledge with the crate PoH without needing Longshot. You will take fall damage.");
|
OPT_TRICK(RT_GV_CRATE_HOVERS, RCQUEST_BOTH, RA_GERUDO_VALLEY, {Tricks::Tag::INTERMEDIATE}, "Gerudo Valley Crate PoH as Adult with Hover Boots", "From the far side of Gerudo Valley, a precise Hover Boots movement and jump-slash recoil can allow adult to reach the ledge with the crate PoH without needing Longshot. You will take fall damage.");
|
||||||
OPT_TRICK(RT_GF_KITCHEN, RCQUEST_BOTH, RA_GERUDO_FORTRESS, {Tricks::Tag::NOVICE}, "Thieves\' Hideout \"Kitchen\" with No Additional Items", "Allows passing through the kitchen by avoiding being seen by the guards. The logic normally guarantees Bow or Hookshot to stun them from a distance, or Hover Boots to cross the room without needing to deal with the guards.");
|
OPT_TRICK(RT_GF_KITCHEN, RCQUEST_BOTH, RA_GERUDO_FORTRESS, {Tricks::Tag::NOVICE}, "Thieves\' Hideout \"Kitchen\" with No Additional Items", "Allows passing through the kitchen by avoiding being seen by the guards. The logic normally guarantees Bow or Hookshot to stun them from a distance, or Hover Boots to cross the room without needing to deal with the guards.");
|
||||||
OPT_TRICK(RT_GF_JUMP, RCQUEST_BOTH, RA_GERUDO_FORTRESS, {Tricks::Tag::NOVICE}, "Gerudo\'s Fortress Ledge Jumps", "Adult can jump onto the top roof of the fortress without going through the interior of the hideout.");
|
OPT_TRICK(RT_GF_JUMP, RCQUEST_BOTH, RA_GERUDO_FORTRESS, {Tricks::Tag::NOVICE}, "Gerudo\'s Fortress Ledge Jumps", "Adult can jump onto the top roof of the fortress without going through the interior of the hideout.");
|
||||||
OPT_TRICK(RT_GF_WARRIOR_WITH_DIFFICULT_WEAPON, RCQUEST_BOTH, RA_GERUDO_FORTRESS, {Tricks::Tag::NOVICE}, "Gerudo\'s Fortress Warriors with Difficult Weapons", "Warriors can be defeated with slingshot or bombchus.");
|
OPT_TRICK(RT_GF_WARRIOR_WITH_DIFFICULT_WEAPON, RCQUEST_BOTH, RA_GERUDO_FORTRESS, {Tricks::Tag::NOVICE}, "Gerudo\'s Fortress Warriors with Difficult Weapons", "Warriors can be defeated with Slingshot or Bombchus.");
|
||||||
// disabled for now, can't check for being able to use bunny hood & bunny hood speedup is currently completely decoupled from rando
|
// disabled for now, can't check for being able to use bunny hood & bunny hood speedup is currently completely decoupled from rando
|
||||||
// OPT_TRICK(RT_HW_BUNNY_CROSSING, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::NOVICE}, "Wasteland Crossing with Bunny Hood", "You can beat the quicksand by using the increased speed of the Bunny Hood. Note that jumping to the carpet merchant as child typically requires a fairly precise jump slash.");
|
// OPT_TRICK(RT_HW_BUNNY_CROSSING, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::NOVICE}, "Wasteland Crossing with Bunny Hood", "You can beat the quicksand by using the increased speed of the Bunny Hood. Note that jumping to the carpet merchant as child typically requires a fairly precise jump slash.");
|
||||||
OPT_TRICK(RT_HW_CROSSING, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::INTERMEDIATE}, "Wasteland Crossing without Hover Boots or Longshot", "You can beat the quicksand by backwalking across it in a specific way. Note that jumping to the carpet merchant as child typically requires a fairly precise jump slash.");
|
OPT_TRICK(RT_HW_CROSSING, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::INTERMEDIATE}, "Wasteland Crossing without Hover Boots or Longshot", "You can beat the quicksand by backwalking across it in a specific way. Note that jumping to the carpet merchant as child typically requires a fairly precise jump slash.");
|
||||||
OPT_TRICK(RT_LENS_HW, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::INTERMEDIATE}, "Lensless Wasteland", "By memorizing the path, you can travel through the Wasteland without using the Lens of Truth to see the Poe. The equivalent trick for going in reverse through the Wasteland is \"Reverse Wasteland\".");
|
OPT_TRICK(RT_LENS_HW, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::INTERMEDIATE}, "Lensless Wasteland", "By memorizing the path, you can travel through the Wasteland without using the Lens of Truth to see the Poe. The equivalent trick for going in reverse through the Wasteland is \"Reverse Wasteland\".");
|
||||||
OPT_TRICK(RT_HW_REVERSE, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::INTERMEDIATE}, "Reverse Wasteland", "By memorizing the path, you can travel through the Wasteland in reverse. Note that jumping to the carpet merchant as child typically requires a fairly precise jump slash. The equivalent trick for going forward through the Wasteland is \"Lensless Wasteland\". To cross the river of sand with no additional items, be sure to also enable \"Wasteland Crossing without Hover Boots or Longshot\". Unless all overworld entrances are randomized, child Link will not be expected to do anything at Gerudo's Fortress.");
|
OPT_TRICK(RT_HW_REVERSE, RCQUEST_BOTH, RA_HAUNTED_WASTELAND, {Tricks::Tag::INTERMEDIATE}, "Reverse Wasteland", "By memorizing the path, you can travel through the Wasteland in reverse. Note that jumping to the carpet merchant as child typically requires a fairly precise jump slash. The equivalent trick for going forward through the Wasteland is \"Lensless Wasteland\". To cross the river of sand with no additional items, be sure to also enable \"Wasteland Crossing without Hover Boots or Longshot\". Unless all overworld entrances are randomized, Child Link will not be expected to do anything at Gerudo's Fortress.");
|
||||||
OPT_TRICK(RT_COLOSSUS_GS, RCQUEST_BOTH, RA_DESERT_COLOSSUS, {Tricks::Tag::NOVICE}, "Colossus Hill GS with Hookshot", "Somewhat precise. If you kill enough Leevers you can get enough of a break to take some time to aim more carefully.");
|
OPT_TRICK(RT_COLOSSUS_GS, RCQUEST_BOTH, RA_DESERT_COLOSSUS, {Tricks::Tag::NOVICE}, "Colossus Hill GS with Hookshot", "Somewhat precise. If you kill enough Leevers you can get enough of a break to take some time to aim more carefully.");
|
||||||
OPT_TRICK(RT_DEKU_BASEMENT_GS, RCQUEST_VANILLA, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree Basement Vines GS with Jump Slash", "Can be defeated by doing a precise jump slash.");
|
OPT_TRICK(RT_DEKU_BASEMENT_GS, RCQUEST_VANILLA, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree Basement Vines GS with Jump Slash", "Can be defeated by doing a precise jump slash.");
|
||||||
OPT_TRICK(RT_DEKU_B1_SKIP, RCQUEST_BOTH, RA_DEKU_TREE, {Tricks::Tag::INTERMEDIATE}, "Deku Tree Basement without Slingshot", "A precise jump can be used to skip needing to use the Slingshot to go around B1 of the Deku Tree. If used with the \"Closed Forest\" setting, a Slingshot will not be guaranteed to exist somewhere inside the Forest. This trick applies to both Vanilla and Master Quest.");
|
OPT_TRICK(RT_DEKU_B1_SKIP, RCQUEST_BOTH, RA_DEKU_TREE, {Tricks::Tag::INTERMEDIATE}, "Deku Tree Basement without Slingshot", "A precise jump can be used to skip needing to use the Slingshot to go around B1 of the Deku Tree. If used with the \"Closed Forest\" setting, a Slingshot will not be guaranteed to exist somewhere inside the Forest. This trick applies to both Vanilla and Master Quest.");
|
||||||
OPT_TRICK(RT_DEKU_B1_BOW_WEBS, RCQUEST_VANILLA, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree Basement Web to Gohma with Bow", "All spider web walls in the Deku Tree basement can be burnt as adult with just a bow by shooting through torches. This trick only applies to the circular web leading to Gohma; the two vertical webs are always in logic. Backflip onto the chest near the torch at the bottom of the vine wall. With precise positioning you can shoot through the torch to the right edge of the circular web. This allows completion of adult Deku Tree with no fire source.");
|
OPT_TRICK(RT_DEKU_B1_BOW_WEBS, RCQUEST_VANILLA, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree Basement Web to Gohma with Bow", "All spider web walls in the Deku Tree basement can be burnt as adult with just a bow by shooting through torches. This trick only applies to the circular web leading to Gohma; the two vertical webs are always in logic. Backflip onto the chest near the torch at the bottom of the vine wall. With precise positioning you can shoot through the torch to the right edge of the circular web. This allows completion of adult Deku Tree with no fire source.");
|
||||||
OPT_TRICK(RT_DEKU_B1_BACKFLIP_OVER_SPIKED_LOG, RCQUEST_VANILLA, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree Basement Backflip over Spiked Log", "Allows backflipping over the spiked log in the Deku Tree basement in vanilla. Only relevant if \"Shuffle Swim\" is enabled.");
|
OPT_TRICK(RT_DEKU_B1_BACKFLIP_OVER_SPIKED_LOG, RCQUEST_VANILLA, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree Basement Backflip over Spiked Log", "Allows backflipping over the spiked log in the Deku Tree basement in Vanilla. Only relevant if \"Shuffle Swim\" is enabled.");
|
||||||
OPT_TRICK(RT_DEKU_MQ_COMPASS_GS, RCQUEST_MQ, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree MQ Compass Room GS Boulders with Just Hammer", "Climb to the top of the vines, then let go and jump slash immediately to destroy the boulders using the Hammer, without needing to spawn a Song of Time block.");
|
OPT_TRICK(RT_DEKU_MQ_COMPASS_GS, RCQUEST_MQ, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree MQ Compass Room GS Boulders with Just Hammer", "Climb to the top of the vines, then let go and jump slash immediately to destroy the boulders using the Hammer, without needing to spawn a Song of Time block.");
|
||||||
OPT_TRICK(RT_DEKU_MQ_LOG, RCQUEST_MQ, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree MQ Roll Under the Spiked Log", "You can get past the spiked log by rolling to briefly shrink your hitbox. As adult, the timing is a bit more precise.");
|
OPT_TRICK(RT_DEKU_MQ_LOG, RCQUEST_MQ, RA_DEKU_TREE, {Tricks::Tag::NOVICE}, "Deku Tree MQ Roll Under the Spiked Log", "You can get past the spiked log by rolling to briefly shrink your hitbox. As adult, the timing is a bit more precise.");
|
||||||
OPT_TRICK(RT_DC_SCARECROW_GS, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Scarecrow GS with Armos Statue", "You can jump off an Armos Statue to reach the alcove with the Gold Skulltula. It takes quite a long time to pull the statue the entire way. The jump to the alcove can be a bit picky when done as child.");
|
OPT_TRICK(RT_DC_SCARECROW_GS, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Scarecrow GS with Armos Statue", "You can jump off an Armos Statue to reach the alcove with the Gold Skulltula. It takes quite a long time to pull the statue the entire way. The jump to the alcove can be a bit picky when done as child.");
|
||||||
OPT_TRICK(RT_DC_VINES_GS, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Vines GS from Below with Longshot", "The vines upon which this Skulltula rests are one-sided collision. You can use the Longshot to get it from below, by shooting it through the vines, bypassing the need to lower the staircase.");
|
OPT_TRICK(RT_DC_VINES_GS, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Vines GS from Below with Longshot", "The vines upon which this Skulltula rests are one-sided collision. You can use the Longshot to get it from below, by shooting it through the vines, bypassing the need to lower the staircase.");
|
||||||
OPT_TRICK(RT_DC_STAIRCASE, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Staircase with Bow", "The Bow can be used to knock down the stairs with two well-timed shots.");
|
OPT_TRICK(RT_DC_STAIRCASE, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Staircase with Bow", "The Bow can be used to knock down the stairs with two well-timed shots.");
|
||||||
OPT_TRICK(RT_DC_SLINGSHOT_SKIP, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::EXPERT}, "Dodongo\'s Cavern Child Slingshot Skips", "With precise platforming, child can cross the platforms while the flame circles are there. When enabling this trick, it's recommended that you also enable the Adult variant: \"Dodongo's Cavern Spike Trap Room Jump without Hover Boots\".");
|
OPT_TRICK(RT_DC_SLINGSHOT_SKIP, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::EXPERT}, "Dodongo\'s Cavern Child Slingshot Skips", "With precise platforming, child can cross the platforms while the flame circles are there. When enabling this trick, it's recommended that you also enable the Adult variant: \"Dodongo's Cavern Spike Trap Room Jump without Hover Boots\".");
|
||||||
OPT_TRICK(RT_DC_SCRUB_ROOM, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Two Scrub Room with Strength", "With help from a conveniently-positioned block, Adult can quickly carry a bomb flower over to destroy the mud wall blocking the room with two Deku Scrubs.");
|
OPT_TRICK(RT_DC_SCRUB_ROOM, RCQUEST_VANILLA, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Two Scrub Room with Strength", "With help from a conveniently-positioned block, Adult can quickly carry a Bomb Flower over to destroy the mud wall blocking the room with two Deku Scrubs.");
|
||||||
OPT_TRICK(RT_DC_JUMP, RCQUEST_BOTH, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Spike Trap Room Jump without Hover Boots", "The jump is adult Link only. Applies to both Vanilla and MQ.");
|
OPT_TRICK(RT_DC_JUMP, RCQUEST_BOTH, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Spike Trap Room Jump without Hover Boots", "The jump is Adult Link only. Applies to both Vanilla and MQ.");
|
||||||
OPT_TRICK(RT_DC_HAMMER_FLOOR, RCQUEST_BOTH, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Smash the Boss Lobby Floor", "The bombable floor before King Dodongo can be destroyed with Hammer if hit in the very center. This is only relevant with Shuffle Boss Entrances or if Dodongo's Cavern is MQ and either variant of \"Dodongo's Cavern MQ Light the Eyes with Strength\" is on.");
|
OPT_TRICK(RT_DC_HAMMER_FLOOR, RCQUEST_BOTH, RA_DODONGOS_CAVERN, {Tricks::Tag::NOVICE}, "Dodongo\'s Cavern Smash the Boss Lobby Floor", "The bombable floor before King Dodongo can be destroyed with Hammer if hit in the very center. This is only relevant with Shuffle Boss Entrances or if Dodongo's Cavern is MQ and either variant of \"Dodongo's Cavern MQ Light the Eyes with Strength\" is on.");
|
||||||
OPT_TRICK(RT_DC_MQ_CHILD_BOMBS, RCQUEST_MQ, RA_DODONGOS_CAVERN, {Tricks::Tag::ADVANCED}, "Dodongo\'s Cavern MQ Early Bomb Bag Area as Child", "With a precise jump slash from above, you can reach the Bomb Bag area as only child without needing a Slingshot. You will take fall damage.");
|
OPT_TRICK(RT_DC_MQ_CHILD_BOMBS, RCQUEST_MQ, RA_DODONGOS_CAVERN, {Tricks::Tag::ADVANCED}, "Dodongo\'s Cavern MQ Early Bomb Bag Area as Child", "With a precise jump slash from above, you can reach the Bomb Bag area as only child without needing a Slingshot. You will take fall damage.");
|
||||||
OPT_TRICK(RT_DC_MQ_CHILD_EYES, RCQUEST_MQ, RA_DODONGOS_CAVERN, {Tricks::Tag::EXPERT}, "Dodongo\'s Cavern MQ Light the Eyes with Strength as Child", "If you move very quickly, it is possible to use the bomb flower at the top of the room to light the eyes. To perform this trick as child is significantly more difficult than adult. The player is also expected to complete the DC back area without explosives, including getting past the Armos wall to the switch for the boss door.");
|
OPT_TRICK(RT_DC_MQ_CHILD_EYES, RCQUEST_MQ, RA_DODONGOS_CAVERN, {Tricks::Tag::EXPERT}, "Dodongo\'s Cavern MQ Light the Eyes with Strength as Child", "If you move very quickly, it is possible to use the bomb flower at the top of the room to light the eyes. To perform this trick as child is significantly more difficult than adult. The player is also expected to complete the DC back area without explosives, including getting past the Armos wall to the switch for the boss door.");
|
||||||
OPT_TRICK(RT_DC_MQ_ADULT_EYES, RCQUEST_MQ, RA_DODONGOS_CAVERN, {Tricks::Tag::ADVANCED}, "Dodongo\'s Cavern MQ Light the Eyes with Strength as Adult", "If you move very quickly, it is possible to use the bomb flower at the top of the room to light the eyes.");
|
OPT_TRICK(RT_DC_MQ_ADULT_EYES, RCQUEST_MQ, RA_DODONGOS_CAVERN, {Tricks::Tag::ADVANCED}, "Dodongo\'s Cavern MQ Light the Eyes with Strength as Adult", "If you move very quickly, it is possible to use the bomb flower at the top of the room to light the eyes.");
|
||||||
OPT_TRICK(RT_JABU_ALCOVE_JUMP_DIVE, RCQUEST_BOTH, RA_JABU_JABUS_BELLY, {Tricks::Tag::NOVICE}, "Jabu Underwater Alcove as Adult with Jump Dive", "Standing above the underwater tunnel leading to the scrub, jump down and swim through the tunnel. This allows adult to access the alcove with no Scale or Iron Boots. In vanilla Jabu, this alcove has a business scrub. In MQ Jabu, it has the compass chest and a door switch for the main floor.");
|
OPT_TRICK(RT_JABU_ALCOVE_JUMP_DIVE, RCQUEST_BOTH, RA_JABU_JABUS_BELLY, {Tricks::Tag::NOVICE}, "Jabu Underwater Alcove as Adult with Jump Dive", "Standing above the underwater tunnel leading to the scrub, jump down and swim through the tunnel. This allows adult to access the alcove with no Scale or Iron Boots. In Vanilla Jabu, this alcove has a business scrub. In MQ Jabu, it has the compass chest and a door switch for the main floor.");
|
||||||
OPT_TRICK(RT_JABU_BOSS_HOVER, RCQUEST_VANILLA, RA_JABU_JABUS_BELLY, {Tricks::Tag::INTERMEDIATE}, "Jabu Near Boss Room with Hover Boots", "A box for the blue switch can be carried over by backwalking with one while the elevator is at its peak. Alternatively, you can skip transporting a box by quickly rolling from the switch and opening the door before it closes. However, the timing for this is very tight.");
|
OPT_TRICK(RT_JABU_BOSS_HOVER, RCQUEST_VANILLA, RA_JABU_JABUS_BELLY, {Tricks::Tag::INTERMEDIATE}, "Jabu Near Boss Room with Hover Boots", "A box for the blue switch can be carried over by backwalking with one while the elevator is at its peak. Alternatively, you can skip transporting a box by quickly rolling from the switch and opening the door before it closes. However, the timing for this is very tight.");
|
||||||
OPT_TRICK(RT_JABU_NEAR_BOSS_RANGED, RCQUEST_BOTH, RA_JABU_JABUS_BELLY, {Tricks::Tag::NOVICE}, "Jabu Near Boss Ceiling Switch/GS without Boomerang or Explosives", "Vanilla Jabu: From near the entrance into the room, you can hit the switch that opens the door to the boss room using a precisely-aimed use of the Slingshot, Bow, or Longshot. As well, if you climb to the top of the vines you can stand on the right edge of the platform and shoot around the glass. From this distance, even the Hookshot can reach the switch. This trick is only relevant if \"Shuffle Boss Entrances\" is enabled. MQ Jabu: A Gold Skulltula Token can be collected with the Hookshot or Longshot using the same methods as hitting the switch in vanilla. This MQ trick is not currently relevant in logic.");
|
OPT_TRICK(RT_JABU_NEAR_BOSS_RANGED, RCQUEST_BOTH, RA_JABU_JABUS_BELLY, {Tricks::Tag::NOVICE}, "Jabu Near Boss Ceiling Switch/GS without Boomerang or Explosives", "Vanilla Jabu: From near the entrance into the room, you can hit the switch that opens the door to the boss room using a precisely-aimed use of the Slingshot, Bow, or Longshot. As well, if you climb to the top of the vines you can stand on the right edge of the platform and shoot around the glass. From this distance, even the Hookshot can reach the switch. This trick is only relevant if \"Shuffle Boss Entrances\" is enabled. MQ Jabu: A Gold Skulltula Token can be collected with the Hookshot or Longshot using the same methods as hitting the switch in Vanilla. This MQ trick is not currently relevant in logic.");
|
||||||
OPT_TRICK(RT_JABU_NEAR_BOSS_EXPLOSIVES, RCQUEST_VANILLA, RA_JABU_JABUS_BELLY, {Tricks::Tag::INTERMEDIATE}, "Jabu Near Boss Ceiling Switch with Explosives", "You can hit the switch that opens the door to the boss room using a precisely-aimed Bombchu. Also, using the Hover Boots, adult can throw a Bomb at the switch. This trick is only relevant if \"Shuffle Boss Entrances\" is enabled.");
|
OPT_TRICK(RT_JABU_NEAR_BOSS_EXPLOSIVES, RCQUEST_VANILLA, RA_JABU_JABUS_BELLY, {Tricks::Tag::INTERMEDIATE}, "Jabu Near Boss Ceiling Switch with Explosives", "You can hit the switch that opens the door to the boss room using a precisely-aimed Bombchu. Also, using the Hover Boots, adult can throw a Bomb at the switch. This trick is only relevant if \"Shuffle Boss Entrances\" is enabled.");
|
||||||
OPT_TRICK(RT_LENS_JABU_MQ, RCQUEST_MQ, RA_JABU_JABUS_BELLY, {Tricks::Tag::NOVICE}, "Jabu MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Jabu MQ.");
|
OPT_TRICK(RT_LENS_JABU_MQ, RCQUEST_MQ, RA_JABU_JABUS_BELLY, {Tricks::Tag::NOVICE}, "Jabu MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Jabu MQ.");
|
||||||
OPT_TRICK(RT_JABU_MQ_RANG_JUMP, RCQUEST_MQ, RA_JABU_JABUS_BELLY, {Tricks::Tag::ADVANCED}, "Jabu MQ Compass Chest with Boomerang", "Boomerang can reach the cow switch to spawn the chest by targeting the cow, jumping off of the ledge where the chest spawns, and throwing the Boomerang in midair.");
|
OPT_TRICK(RT_JABU_MQ_RANG_JUMP, RCQUEST_MQ, RA_JABU_JABUS_BELLY, {Tricks::Tag::ADVANCED}, "Jabu MQ Compass Chest with Boomerang", "Boomerang can reach the cow switch to spawn the chest by targeting the cow, jumping off of the ledge where the chest spawns, and throwing the Boomerang in midair.");
|
||||||
OPT_TRICK(RT_JABU_MQ_SOT_GS, RCQUEST_MQ, RA_JABU_JABUS_BELLY, {Tricks::Tag::INTERMEDIATE}, "Jabu MQ Song of Time Block GS with Boomerang", "Allow the Boomerang to return to you through the Song of Time block to grab the token.");
|
OPT_TRICK(RT_JABU_MQ_SOT_GS, RCQUEST_MQ, RA_JABU_JABUS_BELLY, {Tricks::Tag::INTERMEDIATE}, "Jabu MQ Song of Time Block GS with Boomerang", "Allow the Boomerang to return to you through the Song of Time block to grab the token.");
|
||||||
OPT_TRICK(RT_LENS_BOTW, RCQUEST_VANILLA, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well without Lens of Truth", "Removes the requirements for the Lens of Truth in Bottom of the Well.");
|
OPT_TRICK(RT_LENS_BOTW, RCQUEST_VANILLA, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well without Lens of Truth", "Removes the requirements for the Lens of Truth in Bottom of the Well.");
|
||||||
OPT_TRICK(RT_BOTW_CHILD_DEADHAND, RCQUEST_BOTH, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Child Dead Hand without Kokiri Sword", "Requires 9 sticks or 5 jump slashes.");
|
OPT_TRICK(RT_BOTW_CHILD_DEADHAND, RCQUEST_BOTH, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Child Dead Hand without Kokiri Sword", "Requires 9 sticks or 5 jump slashes.");
|
||||||
OPT_TRICK(RT_BOTW_BASEMENT, RCQUEST_VANILLA, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well Map Chest with Strength & Sticks", "The chest in the basement can be reached with strength by doing a jump slash with a lit stick to access the bomb flowers.");
|
OPT_TRICK(RT_BOTW_BASEMENT, RCQUEST_VANILLA, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well Map Chest with Strength & Sticks", "The chest in the basement can be reached with strength by doing a jump slash with a lit stick to access the Bomb Flowers.");
|
||||||
OPT_TRICK(RT_BOTW_MQ_PITS, RCQUEST_MQ, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well MQ Jump Over the Pits", "While the pits in Bottom of the Well don't allow you to jump just by running straight at them, you can still get over them by side-hopping or backflipping across. With explosives, this allows you to access the central areas without Zelda's Lullaby. With Zelda's Lullaby, it allows you to access the west inner room without explosives.");
|
OPT_TRICK(RT_BOTW_MQ_PITS, RCQUEST_MQ, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well MQ Jump Over the Pits", "While the pits in Bottom of the Well don't allow you to jump just by running straight at them, you can still get over them by side-hopping or backflipping across. With explosives, this allows you to access the central areas without Zelda's Lullaby. With Zelda's Lullaby, it allows you to access the west inner room without explosives.");
|
||||||
OPT_TRICK(RT_BOTW_MQ_DEADHAND_KEY, RCQUEST_MQ, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well MQ Dead Hand Freestanding Key with Boomerang", "Boomerang can fish the item out of the rubble without needing explosives to blow it up.");
|
OPT_TRICK(RT_BOTW_MQ_DEADHAND_KEY, RCQUEST_MQ, RA_BOTTOM_OF_THE_WELL, {Tricks::Tag::NOVICE}, "Bottom of the Well MQ Dead Hand Freestanding Key with Boomerang", "Boomerang can fish the item out of the rubble without needing explosives to blow it up.");
|
||||||
OPT_TRICK(RT_FOREST_FIRST_GS, RCQUEST_VANILLA, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple First Room GS with Difficult-to-Use Weapons", "Allows killing this Skulltula with Sword or Sticks by jump slashing it as you let go from the vines. You can avoid taking fall damage by recoiling onto the tree. Also allows killing it as Child with a Bomb throw. It's much more difficult to use a Bomb as child due to Child Link's shorter height.");
|
OPT_TRICK(RT_FOREST_FIRST_GS, RCQUEST_VANILLA, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple First Room GS with Difficult-to-Use Weapons", "Allows killing this Skulltula with Sword or Sticks by jump slashing it as you let go from the vines. You can avoid taking fall damage by recoiling onto the tree. Also allows killing it as Child with a Bomb throw. It's much more difficult to use a Bomb as child due to Child Link's shorter height.");
|
||||||
|
@ -445,14 +445,14 @@ void Settings::CreateOptions() {
|
||||||
OPT_TRICK(RT_FOREST_VINES, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple East Courtyard Vines with Hookshot", "The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with just the Hookshot. Applies to MQ also.");
|
OPT_TRICK(RT_FOREST_VINES, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple East Courtyard Vines with Hookshot", "The vines in Forest Temple leading to where the well drain switch is in the standard form can be barely reached with just the Hookshot. Applies to MQ also.");
|
||||||
OPT_TRICK(RT_FOREST_OUTDOORS_LEDGE, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple NE Outdoors Ledge with Hover Boots", "With precise Hover Boots movement you can fall down to this ledge from upper balconies. If done precisely enough, it is not necessary to take fall damage. In MQ, this skips a Longshot requirement. In Vanilla, this can skip a Hookshot requirement in entrance randomizer.");
|
OPT_TRICK(RT_FOREST_OUTDOORS_LEDGE, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple NE Outdoors Ledge with Hover Boots", "With precise Hover Boots movement you can fall down to this ledge from upper balconies. If done precisely enough, it is not necessary to take fall damage. In MQ, this skips a Longshot requirement. In Vanilla, this can skip a Hookshot requirement in entrance randomizer.");
|
||||||
OPT_TRICK(RT_FOREST_DOORFRAME, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::ADVANCED}, "Forest Temple East Courtyard Door Frame with Hover Boots", "A precise Hover Boots movement from the upper balconies in this courtyard can be used to get on top of the door frame. Applies to both Vanilla and Master Quest. In Vanilla, from on top the door frame you can summon Pierre, allowing you to access the falling ceiling room early. In Master Quest, this allows you to obtain the GS on the door frame as adult without Hookshot or Song of Time.");
|
OPT_TRICK(RT_FOREST_DOORFRAME, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::ADVANCED}, "Forest Temple East Courtyard Door Frame with Hover Boots", "A precise Hover Boots movement from the upper balconies in this courtyard can be used to get on top of the door frame. Applies to both Vanilla and Master Quest. In Vanilla, from on top the door frame you can summon Pierre, allowing you to access the falling ceiling room early. In Master Quest, this allows you to obtain the GS on the door frame as adult without Hookshot or Song of Time.");
|
||||||
OPT_TRICK(RT_FOREST_OUTSIDE_BACKDOOR, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::ADVANCED}, "Forest Temple Outside Backdoor with Jump Slash", "A jump slash recoil can be used to reach the ledge in the block puzzle room that leads to the west courtyard. This skips a potential Hover Boots requirement in vanilla, and it can sometimes apply in MQ as well. This trick can be performed as both ages.");
|
OPT_TRICK(RT_FOREST_OUTSIDE_BACKDOOR, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::ADVANCED}, "Forest Temple Outside Backdoor with Jump Slash", "A jump slash recoil can be used to reach the ledge in the block puzzle room that leads to the west courtyard. This skips a potential Hover Boots requirement in Vanilla, and it can sometimes apply in MQ as well. This trick can be performed as both ages.");
|
||||||
OPT_TRICK(RT_FOREST_OUTDOORS_HEARTS_BOOMERANG, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple Outside Hearts with Boomerang", "A well aimed boomerang from the water's edge can reach the hearts from ground level. If unable to swim, you can back away from the water while the boomerang is returning so the hearts land on the ground.");
|
OPT_TRICK(RT_FOREST_OUTDOORS_HEARTS_BOOMERANG, RCQUEST_BOTH, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple Outside Hearts with Boomerang", "A well aimed boomerang from the water's edge can reach the hearts from ground level. If unable to swim, you can back away from the water while the boomerang is returning so the hearts land on the ground.");
|
||||||
OPT_TRICK(RT_FOREST_MQ_WELL_SWIM, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::ADVANCED}, "Swim Through Forest Temple MQ Well with Hookshot", "Shoot the vines in the well as low and as far to the right as possible, and then immediately swim under the ceiling to the right. This can only be required if Forest Temple is in its Master Quest form.");
|
OPT_TRICK(RT_FOREST_MQ_WELL_SWIM, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::ADVANCED}, "Swim Through Forest Temple MQ Well with Hookshot", "Shoot the vines in the well as low and as far to the right as possible, and then immediately swim under the ceiling to the right. This can only be required if Forest Temple is in its Master Quest form.");
|
||||||
OPT_TRICK(RT_FOREST_MQ_BLOCK_PUZZLE, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Skip Forest Temple MQ Block Puzzle with Bombchu", "Send the Bombchu straight up the center of the wall directly to the left upon entering the room.");
|
OPT_TRICK(RT_FOREST_MQ_BLOCK_PUZZLE, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Skip Forest Temple MQ Block Puzzle with Bombchu", "Send the Bombchu straight up the center of the wall directly to the left upon entering the room.");
|
||||||
//Child with hovers cannot do this from the lower floor, and most go to the upper floor which needs goron bracelet. Adult can do this with hammer and KSword, But child cannot.
|
//Child with hovers cannot do this from the lower floor, and most go to the upper floor which needs goron bracelet. Adult can do this with hammer and KSword, But child cannot.
|
||||||
OPT_TRICK(RT_FOREST_MQ_JS_HALLWAY_SWITCH, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple MQ Twisted Hallway Switch with Jump Slash", "The switch to twist the hallway can be hit with a jump slash through the glass block. To get in front of the switch, either use the Hover Boots or hit the shortcut switch at the top of the room and jump from the glass blocks that spawn. Sticks can be used as child, but the Kokiri Sword is too short to reach through the glass.");
|
OPT_TRICK(RT_FOREST_MQ_JS_HALLWAY_SWITCH, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::NOVICE}, "Forest Temple MQ Twisted Hallway Switch with Jump Slash", "The switch to twist the hallway can be hit with a jump slash through the glass block. To get in front of the switch, either use the Hover Boots or hit the shortcut switch at the top of the room and jump from the glass blocks that spawn. Sticks can be used as child, but the Kokiri Sword is too short to reach through the glass.");
|
||||||
OPT_TRICK(RT_FOREST_MQ_HOOKSHOT_HALLWAY_SWITCH, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Forest Temple MQ Twisted Hallway Switch with Hookshot", "There's a very small gap between the glass block and the wall. Through that gap you can hookshot the target on the ceiling.");
|
OPT_TRICK(RT_FOREST_MQ_HOOKSHOT_HALLWAY_SWITCH, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Forest Temple MQ Twisted Hallway Switch with Hookshot", "There's a very small gap between the glass block and the wall. Through that gap you can hookshot the target on the ceiling.");
|
||||||
OPT_TRICK(RT_FOREST_MQ_RANG_HALLWAY_SWITCH, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Forest Temple MQ Twisted Hallway Switch with Boomerang", "The Boomerang can return to Link through walls, allowing child to hit the hallway switch. This can be used to allow adult to pass through later, or in conjuction with \"Forest Temple Outside Backdoor with Jump Slash\".");
|
OPT_TRICK(RT_FOREST_MQ_RANG_HALLWAY_SWITCH, RCQUEST_MQ, RA_FOREST_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Forest Temple MQ Twisted Hallway Switch with Boomerang", "The Boomerang can return to Link through walls, allowing child to hit the hallway switch. This can be used to allow adult to pass through later, or in conjunction with \"Forest Temple Outside Backdoor with Jump Slash\".");
|
||||||
OPT_TRICK(RT_FIRE_BOSS_DOOR_JUMP, RCQUEST_BOTH, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple Boss Door without Hover Boots or Pillar", "The Fire Temple Boss Door can be reached as adult with a precise jump. You must be touching the side wall of the room so that Link will grab the ledge from farther away than is normally possible.");
|
OPT_TRICK(RT_FIRE_BOSS_DOOR_JUMP, RCQUEST_BOTH, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple Boss Door without Hover Boots or Pillar", "The Fire Temple Boss Door can be reached as adult with a precise jump. You must be touching the side wall of the room so that Link will grab the ledge from farther away than is normally possible.");
|
||||||
//Is also used in MQ logic, but has no practical effect there as of now
|
//Is also used in MQ logic, but has no practical effect there as of now
|
||||||
OPT_TRICK(RT_FIRE_SOT, RCQUEST_VANILLA, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple Song of Time Room GS without Song of Time", "A precise jump can be used to reach this room.");
|
OPT_TRICK(RT_FIRE_SOT, RCQUEST_VANILLA, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple Song of Time Room GS without Song of Time", "A precise jump can be used to reach this room.");
|
||||||
|
@ -461,7 +461,7 @@ void Settings::CreateOptions() {
|
||||||
OPT_TRICK(RT_FIRE_FLAME_MAZE, RCQUEST_VANILLA, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple Flame Wall Maze Skip", "If you move quickly you can sneak past the edge of a flame wall before it can rise up to block you. To do it without taking damage is more precise. Allows you to progress without needing either a Small Key or Hover Boots.");
|
OPT_TRICK(RT_FIRE_FLAME_MAZE, RCQUEST_VANILLA, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple Flame Wall Maze Skip", "If you move quickly you can sneak past the edge of a flame wall before it can rise up to block you. To do it without taking damage is more precise. Allows you to progress without needing either a Small Key or Hover Boots.");
|
||||||
OPT_TRICK(RT_FIRE_MQ_NEAR_BOSS, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Chest Near Boss without Breaking Crate", "The hitbox for the torch extends a bit outside of the crate. Shoot a flaming arrow at the side of the crate to light the torch without needing to get over there and break the crate.");
|
OPT_TRICK(RT_FIRE_MQ_NEAR_BOSS, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Chest Near Boss without Breaking Crate", "The hitbox for the torch extends a bit outside of the crate. Shoot a flaming arrow at the side of the crate to light the torch without needing to get over there and break the crate.");
|
||||||
OPT_TRICK(RT_FIRE_MQ_BLOCKED_CHEST, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple MQ Big Lava Room Blocked Door without Hookshot", "There is a gap between the hitboxes of the flame wall in the big lava room. If you know where this gap is located, you can jump through it and skip needing to use the Hookshot. To do this without taking damage is more precise.");
|
OPT_TRICK(RT_FIRE_MQ_BLOCKED_CHEST, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple MQ Big Lava Room Blocked Door without Hookshot", "There is a gap between the hitboxes of the flame wall in the big lava room. If you know where this gap is located, you can jump through it and skip needing to use the Hookshot. To do this without taking damage is more precise.");
|
||||||
OPT_TRICK(RT_FIRE_MQ_BK_CHEST, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple MQ Boss Key Chest without Bow", "It is possible to light both of the timed torches to unbar the door to the boss key chest's room with just Din's Fire if you move very quickly between the two torches. It is also possible to unbar the door with just Din's by abusing an oversight in the way the game counts how many torches have been lit.");
|
OPT_TRICK(RT_FIRE_MQ_BK_CHEST, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Fire Temple MQ Boss Key Chest without Bow", "It is possible to light both of the timed torches to unbar the door to the boss key chest's room with just Din's Fire if you move very quickly between the two torches. It is also possible to unbar the door with just Din's Fire by abusing an oversight in the way the game counts how many torches have been lit.");
|
||||||
OPT_TRICK(RT_FIRE_MQ_CLIMB, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Climb without Fire Source", "You can use the Hover Boots to hover around to the climbable wall, skipping the need to use a fire source and spawn a Hookshot target.");
|
OPT_TRICK(RT_FIRE_MQ_CLIMB, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Climb without Fire Source", "You can use the Hover Boots to hover around to the climbable wall, skipping the need to use a fire source and spawn a Hookshot target.");
|
||||||
OPT_TRICK(RT_FIRE_MQ_MAZE_SIDE_ROOM, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Lizalfos Maze Side Room without Box", "You can walk from the blue switch to the door and quickly open the door before the bars reclose. This skips needing to reach the upper sections of the maze to get a box to place on the switch.");
|
OPT_TRICK(RT_FIRE_MQ_MAZE_SIDE_ROOM, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Lizalfos Maze Side Room without Box", "You can walk from the blue switch to the door and quickly open the door before the bars reclose. This skips needing to reach the upper sections of the maze to get a box to place on the switch.");
|
||||||
OPT_TRICK(RT_FIRE_MQ_MAZE_HOVERS, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Lower to Upper Lizalfos Maze with Hover Boots", "Use the Hover Boots off of a crate to climb to the upper maze without needing to spawn and use the Hookshot targets.");
|
OPT_TRICK(RT_FIRE_MQ_MAZE_HOVERS, RCQUEST_MQ, RA_FIRE_TEMPLE, {Tricks::Tag::NOVICE}, "Fire Temple MQ Lower to Upper Lizalfos Maze with Hover Boots", "Use the Hover Boots off of a crate to climb to the upper maze without needing to spawn and use the Hookshot targets.");
|
||||||
|
@ -472,11 +472,11 @@ void Settings::CreateOptions() {
|
||||||
OPT_TRICK(RT_WATER_CRACKED_WALL_HOVERS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Cracked Wall with Hover Boots", "With a midair side-hop while wearing the Hover Boots, you can reach the cracked wall without needing to raise the water up to the middle level.");
|
OPT_TRICK(RT_WATER_CRACKED_WALL_HOVERS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Cracked Wall with Hover Boots", "With a midair side-hop while wearing the Hover Boots, you can reach the cracked wall without needing to raise the water up to the middle level.");
|
||||||
OPT_TRICK(RT_WATER_CRACKED_WALL, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple Cracked Wall with No Additional Items", "A precise jump slash (among other methods) will get you to the cracked wall without needing the Hover Boots or to raise the water to the middle level. This trick supersedes \"Water Temple Cracked Wall with Hover Boots\".");
|
OPT_TRICK(RT_WATER_CRACKED_WALL, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple Cracked Wall with No Additional Items", "A precise jump slash (among other methods) will get you to the cracked wall without needing the Hover Boots or to raise the water to the middle level. This trick supersedes \"Water Temple Cracked Wall with Hover Boots\".");
|
||||||
OPT_TRICK(RT_WATER_BK_REGION, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple Boss Key Region with Hover Boots", "With precise Hover Boots movement it is possible to reach the boss key chest's region without needing the Longshot. It is not necessary to take damage from the spikes. The Gold Skulltula Token in the following room can also be obtained with just the Hover Boots.");
|
OPT_TRICK(RT_WATER_BK_REGION, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple Boss Key Region with Hover Boots", "With precise Hover Boots movement it is possible to reach the boss key chest's region without needing the Longshot. It is not necessary to take damage from the spikes. The Gold Skulltula Token in the following room can also be obtained with just the Hover Boots.");
|
||||||
OPT_TRICK(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP, RCQUEST_BOTH, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple North Basement Ledge with Precise Jump", "In the northern basement there's a ledge from where, in vanilla Water Temple, boulders roll out into the room. Normally to jump directly to this ledge logically requires the Hover Boots, but with precise jump, it can be done without them. This trick applies to both Vanilla and Master Quest.");
|
OPT_TRICK(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP, RCQUEST_BOTH, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple North Basement Ledge with Precise Jump", "In the northern basement there's a ledge from where, in Vanilla Water Temple, boulders roll out into the room. Normally to jump directly to this ledge logically requires the Hover Boots, but with precise jump, it can be done without them. This trick applies to both Vanilla and Master Quest.");
|
||||||
OPT_TRICK(RT_WATER_BK_JUMP_DIVE, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Boss Key Jump Dive", "Stand on the very edge of the raised corridor leading from the push block room to the rolling boulder corridor. Face the Gold Skulltula on the waterfall and jump over the boulder corridor floor into the pool of water, swimming right once underwater. This allows access to the boss key room without Iron boots.");
|
OPT_TRICK(RT_WATER_BK_JUMP_DIVE, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Boss Key Jump Dive", "Stand on the very edge of the raised corridor leading from the push block room to the rolling boulder corridor. Face the Gold Skulltula on the waterfall and jump over the boulder corridor floor into the pool of water, swimming right once underwater. This allows access to the boss key room without Iron boots.");
|
||||||
//Also used in MQ logic, but won't be relevent unless a way to enter tower without irons exists (likely a clip + swim)
|
//Also used in MQ logic, but won't be relevent unless a way to enter tower without irons exists (likely a clip + swim)
|
||||||
OPT_TRICK(RT_WATER_FW_CENTRAL_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Central Pillar GS with Farore\'s Wind", "If you set Farore's Wind inside the central pillar and then return to that warp point after raising the water to the highest level, you can obtain this Skulltula Token with Hookshot or Boomerang.");
|
OPT_TRICK(RT_WATER_FW_CENTRAL_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Central Pillar GS with Farore\'s Wind", "If you set Farore's Wind inside the central pillar and then return to that warp point after raising the water to the highest level, you can obtain this Skulltula Token with Hookshot or Boomerang.");
|
||||||
OPT_TRICK(RT_WATER_IRONS_CENTRAL_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Central Pillar GS with Iron Boots", "After opening the middle water level door into the central pillar, the door will stay unbarred so long as you do not leave the room -- even if you were to raise the water up to the highest level. With the Iron Boots to go through the door after the water has been raised, you can obtain the Skulltula Token with the Hookshot.");
|
OPT_TRICK(RT_WATER_IRONS_CENTRAL_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Central Pillar GS with Iron Boots", "After opening the middle water level door into the central pillar, the door will stay unbarred so long as you do not leave the room, even if you were to raise the water up to the highest level. With the Iron Boots to go through the door after the water has been raised, you can obtain the Skulltula Token with the Hookshot.");
|
||||||
OPT_TRICK(RT_WATER_CENTRAL_BOW, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::ADVANCED}, "Water Temple Central Bow Target without Longshot or Hover Boots", "A very precise Bow shot can hit the eye switch from the floor above. Then, you can jump down into the hallway and make through it before the gate closes. It can also be done as child, using the Slingshot instead of the Bow.");
|
OPT_TRICK(RT_WATER_CENTRAL_BOW, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::ADVANCED}, "Water Temple Central Bow Target without Longshot or Hover Boots", "A very precise Bow shot can hit the eye switch from the floor above. Then, you can jump down into the hallway and make through it before the gate closes. It can also be done as child, using the Slingshot instead of the Bow.");
|
||||||
OPT_TRICK(RT_WATER_HOOKSHOT_FALLING_PLATFORM_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Falling Platform Room GS with Hookshot", "If you stand on the very edge of the platform, this Gold Skulltula can be obtained with only the Hookshot.");
|
OPT_TRICK(RT_WATER_HOOKSHOT_FALLING_PLATFORM_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple Falling Platform Room GS with Hookshot", "If you stand on the very edge of the platform, this Gold Skulltula can be obtained with only the Hookshot.");
|
||||||
OPT_TRICK(RT_WATER_RANG_FALLING_PLATFORM_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple Falling Platform Room GS with Boomerang", "If you stand on the very edge of the platform, this Gold Skulltula can be obtained with only the Boomerang.");
|
OPT_TRICK(RT_WATER_RANG_FALLING_PLATFORM_GS, RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Water Temple Falling Platform Room GS with Boomerang", "If you stand on the very edge of the platform, this Gold Skulltula can be obtained with only the Boomerang.");
|
||||||
|
@ -492,21 +492,21 @@ void Settings::CreateOptions() {
|
||||||
OPT_TRICK(RT_SHADOW_UMBRELLA, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::EXPERT}, "Shadow Temple Stone Umbrella Skip", "A very precise Hover Boots movement from off of the lower chest can get you on top of the crushing spikes without needing to pull the block. Applies to both Vanilla and Master Quest.");
|
OPT_TRICK(RT_SHADOW_UMBRELLA, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::EXPERT}, "Shadow Temple Stone Umbrella Skip", "A very precise Hover Boots movement from off of the lower chest can get you on top of the crushing spikes without needing to pull the block. Applies to both Vanilla and Master Quest.");
|
||||||
OPT_TRICK(RT_SHADOW_UMBRELLA_GS, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::EXPERT}, "Shadow Temple Falling Spikes GS with Hover Boots", "After killing the Skulltula, a very precise Hover Boots movement from off of the lower chest can get you on top of the crushing spikes without needing to pull the block. From there, another very precise Hover Boots movement can be used to obtain the token without needing the Hookshot. Applies to both Vanilla and Master Quest. For obtaining the chests in this room with just Hover Boots, be sure to enable \"Shadow Temple Stone Umbrella Skip\".");
|
OPT_TRICK(RT_SHADOW_UMBRELLA_GS, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::EXPERT}, "Shadow Temple Falling Spikes GS with Hover Boots", "After killing the Skulltula, a very precise Hover Boots movement from off of the lower chest can get you on top of the crushing spikes without needing to pull the block. From there, another very precise Hover Boots movement can be used to obtain the token without needing the Hookshot. Applies to both Vanilla and Master Quest. For obtaining the chests in this room with just Hover Boots, be sure to enable \"Shadow Temple Stone Umbrella Skip\".");
|
||||||
OPT_TRICK(RT_SHADOW_FREESTANDING_KEY, RCQUEST_VANILLA, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple Freestanding Key with Bombchu", "Release the Bombchu with good timing so that it explodes near the bottom of the pot.");
|
OPT_TRICK(RT_SHADOW_FREESTANDING_KEY, RCQUEST_VANILLA, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple Freestanding Key with Bombchu", "Release the Bombchu with good timing so that it explodes near the bottom of the pot.");
|
||||||
OPT_TRICK(RT_SHADOW_STATUE, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple River Statue with Bombchu", "By sending a Bombchu around the edge of the gorge, you can knock down the statue without needing a Bow. Applies in both vanilla and MQ Shadow.");
|
OPT_TRICK(RT_SHADOW_STATUE, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple River Statue with Bombchu", "By sending a Bombchu around the edge of the gorge, you can knock down the statue without needing a Bow. Applies in both Vanilla and MQ Shadow.");
|
||||||
OPT_TRICK(RT_SHADOW_BONGO, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple Bongo Bongo without projectiles", "Using precise sword slashes, Bongo Bongo can be defeated without using projectiles. This is only relevant in conjunction with Shadow Temple dungeon shortcuts or shuffled boss entrances.");
|
OPT_TRICK(RT_SHADOW_BONGO, RCQUEST_BOTH, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple Bongo Bongo without projectiles", "Using precise sword slashes, Bongo Bongo can be defeated without using projectiles. This is only relevant in conjunction with Shadow Temple dungeon shortcuts or shuffled boss entrances.");
|
||||||
OPT_TRICK(RT_LENS_SHADOW_MQ, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ Stationary Objects without Lens of Truth", "Removes the requirements for the Lens of Truth in Shadow Temple MQ for most areas in the dungeon. See \"Shadow Temple MQ Invisible Moving Platform without Lens of Truth\", \"Shadow Temple MQ Invisible Blades Silver Rupees without Lens of Truth\", \"Shadow Temple MQ 2nd Dead Hand without Lens of Truth\", and \"Shadow Temple Bongo Bongo without Lens of Truth\" for exceptions.");
|
OPT_TRICK(RT_LENS_SHADOW_MQ, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ Stationary Objects without Lens of Truth", "Removes the requirements for the Lens of Truth in Shadow Temple MQ for most areas in the dungeon. See \"Shadow Temple MQ Invisible Moving Platform without Lens of Truth\", \"Shadow Temple MQ Invisible Blades Silver Rupees without Lens of Truth\", \"Shadow Temple MQ 2nd Dead Hand without Lens of Truth\", and \"Shadow Temple Bongo Bongo without Lens of Truth\" for exceptions.");
|
||||||
OPT_TRICK(RT_LENS_SHADOW_MQ_INVISIBLE_BLADES, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ Invisible Blades Silver Rupees without Lens of Truth", "Removes the requirement for the Lens of Truth or Nayru's Love in Shadow Temple MQ for the Invisible Blades room silver rupee collection.");
|
OPT_TRICK(RT_LENS_SHADOW_MQ_INVISIBLE_BLADES, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ Invisible Blades Silver Rupees without Lens of Truth", "Removes the requirement for the Lens of Truth or Nayru's Love in Shadow Temple MQ for the Invisible Blades room Silver Rupee collection.");
|
||||||
OPT_TRICK(RT_LENS_SHADOW_MQ_PLATFORM, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ Invisible Moving Platform without Lens of Truth", "Removes the requirements for the Lens of Truth in Shadow Temple MQ to cross the invisible moving platform in the huge pit room in either direction.");
|
OPT_TRICK(RT_LENS_SHADOW_MQ_PLATFORM, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ Invisible Moving Platform without Lens of Truth", "Removes the requirements for the Lens of Truth in Shadow Temple MQ to cross the invisible moving platform in the huge pit room in either direction.");
|
||||||
OPT_TRICK(RT_LENS_SHADOW_MQ_DEADHAND, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ 2nd Dead Hand without Lens of Truth", "Dead Hand spawns in a random spot within the room. Having Lens removes the hassle of having to comb the room looking for his spawn location.");
|
OPT_TRICK(RT_LENS_SHADOW_MQ_DEADHAND, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::NOVICE}, "Shadow Temple MQ 2nd Dead Hand without Lens of Truth", "Dead Hand spawns in a random spot within the room. Having Lens removes the hassle of having to comb the room looking for his spawn location.");
|
||||||
OPT_TRICK(RT_SHADOW_MQ_GAP, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Truth Spinner Gap with Longshot", "You can Longshot a torch and jump-slash recoil onto the tongue. It works best if you Longshot the right torch from the left side of the room.");
|
OPT_TRICK(RT_SHADOW_MQ_GAP, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Truth Spinner Gap with Longshot", "You can Longshot a torch and jump-slash recoil onto the tongue. It works best if you Longshot the right torch from the left side of the room.");
|
||||||
OPT_TRICK(RT_SHADOW_MQ_INVISIBLE_BLADES, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Invisible Blades without Song of Time", "The Like Like can be used to boost you into the silver rupee or recovery hearts that normally require Song of Time. This cannot be performed on OHKO since the Like Like does not boost you high enough if you die.");
|
OPT_TRICK(RT_SHADOW_MQ_INVISIBLE_BLADES, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Invisible Blades without Song of Time", "The Like Like can be used to boost you into the Silver Rupee or Recovery Hearts that normally require Song of Time. This cannot be performed on OHKO since the Like Like does not boost you high enough if you die.");
|
||||||
OPT_TRICK(RT_SHADOW_MQ_HUGE_PIT, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Lower Huge Pit without Fire Source", "Normally a frozen eye switch spawns some platforms that you can use to climb down, but there's actually a small piece of ground that you can stand on that you can just jump down to.");
|
OPT_TRICK(RT_SHADOW_MQ_HUGE_PIT, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Lower Huge Pit without Fire Source", "Normally a frozen eye switch spawns some platforms that you can use to climb down, but there's actually a small piece of ground that you can stand on that you can just jump down to.");
|
||||||
OPT_TRICK(RT_SHADOW_MQ_WINDY_WALKWAY, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Windy Walkway Reverse without Hover Boots", "It is possible to jump from the alcove in the windy hallway to the middle platform. There are two methods: wait out the fan opposite the door and hold forward, or jump to the right to be pushed by the fan there towards the platform ledge. Note that jumps of this distance are inconsistent, but still possible.");
|
OPT_TRICK(RT_SHADOW_MQ_WINDY_WALKWAY, RCQUEST_MQ, RA_SHADOW_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Shadow Temple MQ Windy Walkway Reverse without Hover Boots", "It is possible to jump from the alcove in the windy hallway to the middle platform. There are two methods: wait out the fan opposite the door and hold forward, or jump to the right to be pushed by the fan there towards the platform ledge. Note that jumps of this distance are inconsistent, but still possible.");
|
||||||
OPT_TRICK(RT_LENS_SPIRIT, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple without Lens of Truth", "Removes the requirements for the Lens of Truth in Spirit Temple.");
|
OPT_TRICK(RT_LENS_SPIRIT, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple without Lens of Truth", "Removes the requirements for the Lens of Truth in Spirit Temple.");
|
||||||
OPT_TRICK(RT_SPIRIT_CHILD_CHU, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple Child Side Bridge with Bombchu", "A carefully-timed Bombchu can hit the switch.");
|
OPT_TRICK(RT_SPIRIT_CHILD_CHU, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple Child Side Bridge with Bombchu", "A carefully-timed Bombchu can hit the switch.");
|
||||||
OPT_TRICK(RT_SPIRIT_LOBBY_GS, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple Main Room GS with Boomerang", "Standing on the highest part of the arm of the statue, a precise Boomerang throw can kill and obtain this Gold Skulltula. You must throw the Boomerang slightly off to the side so that it curves into the Skulltula, as aiming directly at it will clank off of the wall in front.");
|
OPT_TRICK(RT_SPIRIT_LOBBY_GS, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple Main Room GS with Boomerang", "Standing on the highest part of the arm of the statue, a precise Boomerang throw can kill and obtain this Gold Skulltula. You must throw the Boomerang slightly off to the side so that it curves into the Skulltula, as aiming directly at it will clank off of the wall in front.");
|
||||||
OPT_TRICK(RT_SPIRIT_LOWER_ADULT_SWITCH, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::ADVANCED}, "Spirit Temple Lower Adult Switch with Bombs", "A bomb can be used to hit the switch on the ceiling, but it must be thrown from a particular distance away and with precise timing.");
|
OPT_TRICK(RT_SPIRIT_LOWER_ADULT_SWITCH, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::ADVANCED}, "Spirit Temple Lower Adult Switch with Bombs", "A bomb can be used to hit the switch on the ceiling, but it must be thrown from a particular distance away and with precise timing.");
|
||||||
OPT_TRICK(RT_SPIRIT_LOBBY_JUMP, RCQUEST_BOTH, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple Main Room Jump from Hands to Upper Ledges", "A precise jump to obtain the following as adult without needing one of Hover Boots, or Hookshot (in vanilla) or Song of Time (in MQ): - Spirit Temple Statue Room Northeast Chest - Spirit Temple GS Lobby - Spirit Temple MQ Central Chamber Top Left Pot (Left) - Spirit Temple MQ Central Chamber Top Left Pot (Right)");
|
OPT_TRICK(RT_SPIRIT_LOBBY_JUMP, RCQUEST_BOTH, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple Main Room Jump from Hands to Upper Ledges", "A precise jump to obtain the following as adult without needing one of Hover Boots, or Hookshot (in Vanilla) or Song of Time (in MQ): - Spirit Temple Statue Room Northeast Chest - Spirit Temple GS Lobby - Spirit Temple MQ Central Chamber Top Left Pot (Left) - Spirit Temple MQ Central Chamber Top Left Pot (Right)");
|
||||||
// disabled since "Spirit Temple boss shortcuts" (pre-lowers the platform where you break the statues face) isn't a setting in ship
|
// disabled since "Spirit Temple boss shortcuts" (pre-lowers the platform where you break the statues face) isn't a setting in ship
|
||||||
// OPT_TRICK(RT_SPIRIT_PLATFORM_HOOKSHOT, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple Main Room Hookshot to Boss Platform", "Precise hookshot aiming at the platform chains can be used to reach the boss platform from the middle landings. Using a jump slash immediately after reaching a chain makes aiming more lenient. Relevant only when Spirit Temple boss shortcuts are on.");
|
// OPT_TRICK(RT_SPIRIT_PLATFORM_HOOKSHOT, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple Main Room Hookshot to Boss Platform", "Precise hookshot aiming at the platform chains can be used to reach the boss platform from the middle landings. Using a jump slash immediately after reaching a chain makes aiming more lenient. Relevant only when Spirit Temple boss shortcuts are on.");
|
||||||
OPT_TRICK(RT_SPIRIT_MAP_CHEST, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple Map Chest with Bow", "To get a line of sight from the upper torch to the map chest torches, you must pull an Armos statue all the way up the stairs.");
|
OPT_TRICK(RT_SPIRIT_MAP_CHEST, RCQUEST_VANILLA, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple Map Chest with Bow", "To get a line of sight from the upper torch to the map chest torches, you must pull an Armos statue all the way up the stairs.");
|
||||||
|
@ -515,17 +515,17 @@ void Settings::CreateOptions() {
|
||||||
OPT_TRICK(RT_LENS_SPIRIT_MQ, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Spirit Temple MQ.");
|
OPT_TRICK(RT_LENS_SPIRIT_MQ, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Spirit Temple MQ.");
|
||||||
OPT_TRICK(RT_SPIRIT_MQ_SUN_BLOCK_SOT, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple MQ Sun Block Room as Child without Song of Time", "While adult can easily jump directly to the switch that unbars the door to the sun block room, child Link cannot make the jump without spawning a Song of Time block to jump from. You can skip this by throwing the crate down onto the switch from above, which does unbar the door, however the crate immediately breaks, so you must move quickly to get through the door before it closes back up.");
|
OPT_TRICK(RT_SPIRIT_MQ_SUN_BLOCK_SOT, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple MQ Sun Block Room as Child without Song of Time", "While adult can easily jump directly to the switch that unbars the door to the sun block room, child Link cannot make the jump without spawning a Song of Time block to jump from. You can skip this by throwing the crate down onto the switch from above, which does unbar the door, however the crate immediately breaks, so you must move quickly to get through the door before it closes back up.");
|
||||||
OPT_TRICK(RT_SPIRIT_MQ_SUN_BLOCK_GS, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple MQ Sun Block Room GS with Boomerang", "Throw the Boomerang in such a way that it curves through the side of the glass block to hit the Gold Skulltula.");
|
OPT_TRICK(RT_SPIRIT_MQ_SUN_BLOCK_GS, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple MQ Sun Block Room GS with Boomerang", "Throw the Boomerang in such a way that it curves through the side of the glass block to hit the Gold Skulltula.");
|
||||||
OPT_TRICK(RT_SPIRIT_MQ_LOWER_ADULT, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple MQ Lower Adult without Fire Arrows", "By standing in a precise position it is possible to light two of the torches with a single use of Din\'s Fire. This saves enough time to be able to light all three torches with only Din\'s.");
|
OPT_TRICK(RT_SPIRIT_MQ_LOWER_ADULT, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::INTERMEDIATE}, "Spirit Temple MQ Lower Adult without Fire Arrows", "By standing in a precise position it is possible to light two of the torches with a single use of Din\'s Fire. This saves enough time to be able to light all three torches with only Din\'s Fire.");
|
||||||
OPT_TRICK(RT_SPIRIT_MQ_FROZEN_EYE, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple MQ Frozen Eye Switch without Fire", "You can melt the ice by shooting an arrow through a torch. The only way to find a line of sight for this shot is to first spawn a Song of Time block, and then stand on the very edge of it.");
|
OPT_TRICK(RT_SPIRIT_MQ_FROZEN_EYE, RCQUEST_MQ, RA_SPIRIT_TEMPLE, {Tricks::Tag::NOVICE}, "Spirit Temple MQ Frozen Eye Switch without Fire", "You can melt the ice by shooting an arrow through a torch. The only way to find a line of sight for this shot is to first spawn a Song of Time block, and then stand on the very edge of it.");
|
||||||
OPT_TRICK(RT_ICE_BLOCK_GS, RCQUEST_VANILLA, RA_ICE_CAVERN, {Tricks::Tag::INTERMEDIATE}, "Ice Cavern Block Room GS with Hover Boots", "The Hover Boots can be used to get in front of the Skulltula to kill it with a jump slash. Then, the Hover Boots can again be used to obtain the Token, all without Hookshot or Boomerang.");
|
OPT_TRICK(RT_ICE_BLOCK_GS, RCQUEST_VANILLA, RA_ICE_CAVERN, {Tricks::Tag::INTERMEDIATE}, "Ice Cavern Block Room GS with Hover Boots", "The Hover Boots can be used to get in front of the Skulltula to kill it with a jump slash. Then, the Hover Boots can again be used to obtain the Token, all without Hookshot or Boomerang.");
|
||||||
OPT_TRICK(RT_ICE_MQ_RED_ICE_GS, RCQUEST_MQ, RA_ICE_CAVERN, {Tricks::Tag::INTERMEDIATE}, "Ice Cavern MQ Red Ice GS without Song of Time", "If you side-hop into the perfect position, you can briefly stand on the platform with the red ice just long enough to dump some blue fire.");
|
OPT_TRICK(RT_ICE_MQ_RED_ICE_GS, RCQUEST_MQ, RA_ICE_CAVERN, {Tricks::Tag::INTERMEDIATE}, "Ice Cavern MQ Red Ice GS without Song of Time", "If you side-hop into the perfect position, you can briefly stand on the platform with the red ice just long enough to dump some blue fire.");
|
||||||
OPT_TRICK(RT_ICE_MQ_SCARECROW, RCQUEST_MQ, RA_ICE_CAVERN, {Tricks::Tag::INTERMEDIATE}, "Ice Cavern MQ Scarecrow GS with No Additional Items", "As adult a precise jump can be used to reach this alcove.");
|
OPT_TRICK(RT_ICE_MQ_SCARECROW, RCQUEST_MQ, RA_ICE_CAVERN, {Tricks::Tag::INTERMEDIATE}, "Ice Cavern MQ Scarecrow GS with No Additional Items", "As adult a precise jump can be used to reach this alcove.");
|
||||||
OPT_TRICK(RT_LENS_GTG, RCQUEST_VANILLA, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Gerudo Training Ground without Lens of Truth", "Removes the requirements for the Lens of Truth in Gerudo Training Ground.");
|
OPT_TRICK(RT_LENS_GTG, RCQUEST_VANILLA, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Gerudo Training Ground without Lens of Truth", "Removes the requirements for the Lens of Truth in Gerudo Training Ground.");
|
||||||
OPT_TRICK(RT_GTG_WITHOUT_HOOKSHOT, RCQUEST_VANILLA, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::INTERMEDIATE}, "Gerudo Training Ground Left Side Silver Rupees without Hookshot", "After collecting the rest of the silver rupees in the room, you can reach the final silver rupee on the ceiling by being pulled up into it after getting grabbed by the Wallmaster. Then, you must also reach the exit of the room without the use of the Hookshot. If you move quickly you can sneak past the edge of a flame wall before it can rise up to block you. To do so without taking damage is more precise.");
|
OPT_TRICK(RT_GTG_WITHOUT_HOOKSHOT, RCQUEST_VANILLA, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::INTERMEDIATE}, "Gerudo Training Ground Left Side Silver Rupees without Hookshot", "After collecting the rest of the Silver Rupees in the room, you can reach the final Silver Rupee on the ceiling by being pulled up into it after getting grabbed by the Wallmaster. Then, you must also reach the exit of the room without the use of the Hookshot. If you move quickly you can sneak past the edge of a flame wall before it can rise up to block you. To do so without taking damage is more precise.");
|
||||||
OPT_TRICK(RT_GTG_FAKE_WALL, RCQUEST_BOTH, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Reach Gerudo Training Ground Fake Wall Ledge with Hover Boots", "A precise Hover Boots use from the top of the chest can allow you to grab the ledge without needing the usual requirements. In Master Quest, this always skips a Song of Time requirement. In Vanilla, this skips a Hookshot requirement, but is only relevant if \"Gerudo Training Ground Left Side Silver Rupees without Hookshot\" is enabled.");
|
OPT_TRICK(RT_GTG_FAKE_WALL, RCQUEST_BOTH, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Reach Gerudo Training Ground Fake Wall Ledge with Hover Boots", "A precise Hover Boots use from the top of the chest can allow you to grab the ledge without needing the usual requirements. In Master Quest, this always skips a Song of Time requirement. In Vanilla, this skips a Hookshot requirement, but is only relevant if \"Gerudo Training Ground Left Side Silver Rupees without Hookshot\" is enabled.");
|
||||||
OPT_TRICK(RT_LENS_GTG_MQ, RCQUEST_MQ, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Gerudo Training Ground MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Gerudo Training Ground MQ.");
|
OPT_TRICK(RT_LENS_GTG_MQ, RCQUEST_MQ, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Gerudo Training Ground MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Gerudo Training Ground MQ.");
|
||||||
OPT_TRICK(RT_GTG_MQ_WITH_HOOKSHOT, RCQUEST_MQ, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Gerudo Training Ground MQ Left Side Silver Rupees with Hookshot", "The highest silver rupee can be obtained by hookshotting the target and then immediately jump slashing toward the rupee.");
|
OPT_TRICK(RT_GTG_MQ_WITH_HOOKSHOT, RCQUEST_MQ, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::NOVICE}, "Gerudo Training Ground MQ Left Side Silver Rupees with Hookshot", "The highest Silver Rupee can be obtained by hookshooting the target and then immediately jump slashing toward the Rupee.");
|
||||||
OPT_TRICK(RT_GTG_MQ_WIHTOUT_HOOKSHOT, RCQUEST_MQ, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::INTERMEDIATE}, "Gerudo Training Ground MQ Left Side Silver Rupees without Hookshot", "After collecting the rest of the silver rupees in the room, you can reach the final silver rupee on the ceiling by being pulled up into it after getting grabbed by the Wallmaster. The Wallmaster will not track you to directly underneath the rupee. You should take the last step to be under the rupee after the Wallmaster has begun its attempt to grab you. Also included with this trick is that fact that the switch that unbars the door to the final chest of GTG can be hit without a projectile, using a precise jump slash. This trick supersedes \"Gerudo Training Ground MQ Left Side Silver Rupees with Hookshot\".");
|
OPT_TRICK(RT_GTG_MQ_WIHTOUT_HOOKSHOT, RCQUEST_MQ, RA_GERUDO_TRAINING_GROUND, {Tricks::Tag::INTERMEDIATE}, "Gerudo Training Ground MQ Left Side Silver Rupees without Hookshot", "After collecting the rest of the Silver Rupees in the room, you can reach the final Silver Rupee on the ceiling by being pulled up into it after getting grabbed by the Wallmaster. The Wallmaster will not track you to directly underneath the rupee. You should take the last step to be under the rupee after the Wallmaster has begun its attempt to grab you. Also included with this trick is that fact that the switch that unbars the door to the final chest of GTG can be hit without a projectile, using a precise jump slash. This trick supersedes \"Gerudo Training Ground MQ Left Side Silver Rupees with Hookshot\".");
|
||||||
OPT_TRICK(RT_LENS_GANON, RCQUEST_VANILLA, RA_GANONS_CASTLE, {Tricks::Tag::NOVICE}, "Ganon\'s Castle without Lens of Truth", "Removes the requirements for the Lens of Truth in Ganon's Castle.");
|
OPT_TRICK(RT_LENS_GANON, RCQUEST_VANILLA, RA_GANONS_CASTLE, {Tricks::Tag::NOVICE}, "Ganon\'s Castle without Lens of Truth", "Removes the requirements for the Lens of Truth in Ganon's Castle.");
|
||||||
OPT_TRICK(RT_GANON_SPIRIT_TRIAL_HOOKSHOT, RCQUEST_VANILLA, RA_GANONS_CASTLE, {Tricks::Tag::NOVICE}, "Spirit Trial without Hookshot", "The highest rupee can be obtained as either age by performing a precise jump and a well-timed jumpslash off of an Armos.");
|
OPT_TRICK(RT_GANON_SPIRIT_TRIAL_HOOKSHOT, RCQUEST_VANILLA, RA_GANONS_CASTLE, {Tricks::Tag::NOVICE}, "Spirit Trial without Hookshot", "The highest rupee can be obtained as either age by performing a precise jump and a well-timed jumpslash off of an Armos.");
|
||||||
OPT_TRICK(RT_LENS_GANON_MQ, RCQUEST_MQ, RA_GANONS_CASTLE, {Tricks::Tag::NOVICE}, "Ganon\'s Castle MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Ganon's Castle MQ.");
|
OPT_TRICK(RT_LENS_GANON_MQ, RCQUEST_MQ, RA_GANONS_CASTLE, {Tricks::Tag::NOVICE}, "Ganon\'s Castle MQ without Lens of Truth", "Removes the requirements for the Lens of Truth in Ganon's Castle MQ.");
|
||||||
|
@ -1182,7 +1182,7 @@ void Settings::UpdateOptionProperties() {
|
||||||
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ClosedForest"), RO_CLOSED_FOREST_ON) == RO_CLOSED_FOREST_ON ||
|
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ClosedForest"), RO_CLOSED_FOREST_ON) == RO_CLOSED_FOREST_ON ||
|
||||||
(CVarGetInteger(CVAR_RANDOMIZER_SETTING("DoorOfTime"), RO_DOOROFTIME_CLOSED) == RO_DOOROFTIME_CLOSED &&
|
(CVarGetInteger(CVAR_RANDOMIZER_SETTING("DoorOfTime"), RO_DOOROFTIME_CLOSED) == RO_DOOROFTIME_CLOSED &&
|
||||||
CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleOcarinas"), RO_GENERIC_OFF) == RO_GENERIC_OFF)) /* closed door of time with ocarina shuffle off */ {
|
CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleOcarinas"), RO_GENERIC_OFF) == RO_GENERIC_OFF)) /* closed door of time with ocarina shuffle off */ {
|
||||||
mOptions[RSK_STARTING_AGE].Disable("This option is disabled due to other options making the game unbeatable");
|
mOptions[RSK_STARTING_AGE].Disable("This option is disabled due to other options making the game unbeatable.");
|
||||||
} else {
|
} else {
|
||||||
mOptions[RSK_STARTING_AGE].Enable();
|
mOptions[RSK_STARTING_AGE].Enable();
|
||||||
}
|
}
|
||||||
|
@ -1453,12 +1453,12 @@ void Settings::UpdateOptionProperties() {
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleDekuStickBag"), 0)) {
|
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleDekuStickBag"), 0)) {
|
||||||
mOptions[RSK_STARTING_STICKS].Disable("Disabled because Shuffle Deku Stick Bag is On");
|
mOptions[RSK_STARTING_STICKS].Disable("Disabled because Shuffle Deku Stick Bag is on.");
|
||||||
} else {
|
} else {
|
||||||
mOptions[RSK_STARTING_STICKS].Enable();
|
mOptions[RSK_STARTING_STICKS].Enable();
|
||||||
}
|
}
|
||||||
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleDekuNutBag"), 0)) {
|
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleDekuNutBag"), 0)) {
|
||||||
mOptions[RSK_STARTING_NUTS].Disable("Disabled because Shuffle Deku Nut Bag is On");
|
mOptions[RSK_STARTING_NUTS].Disable("Disabled because Shuffle Deku Nut Bag is on.");
|
||||||
} else {
|
} else {
|
||||||
mOptions[RSK_STARTING_NUTS].Enable();
|
mOptions[RSK_STARTING_NUTS].Enable();
|
||||||
}
|
}
|
||||||
|
@ -1669,7 +1669,7 @@ void Settings::UpdateOptionProperties() {
|
||||||
}
|
}
|
||||||
// Shuffle 100 GS Reward - Force-Enabled if Ganon's Boss Key is on the 100 GS Reward
|
// Shuffle 100 GS Reward - Force-Enabled if Ganon's Boss Key is on the 100 GS Reward
|
||||||
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleGanonBossKey"), RO_GANON_BOSS_KEY_VANILLA) == RO_GANON_BOSS_KEY_KAK_TOKENS) {
|
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("ShuffleGanonBossKey"), RO_GANON_BOSS_KEY_VANILLA) == RO_GANON_BOSS_KEY_KAK_TOKENS) {
|
||||||
mOptions[RSK_SHUFFLE_100_GS_REWARD].Disable("This option is force-enabled because \"Ganon's Boss Key\" is set to \"100 GS Reward.\"");
|
mOptions[RSK_SHUFFLE_100_GS_REWARD].Disable("This option is force-enabled because \"Ganon's Boss Key\" is set to \"100 GS Reward\".");
|
||||||
} else {
|
} else {
|
||||||
mOptions[RSK_SHUFFLE_100_GS_REWARD].Enable();
|
mOptions[RSK_SHUFFLE_100_GS_REWARD].Enable();
|
||||||
}
|
}
|
||||||
|
@ -1822,17 +1822,17 @@ void Settings::UpdateOptionProperties() {
|
||||||
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("Shuffle100GSReward"), RO_GENERIC_OFF)) {
|
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("Shuffle100GSReward"), RO_GENERIC_OFF)) {
|
||||||
mOptions[RSK_KAK_100_SKULLS_HINT].Enable();
|
mOptions[RSK_KAK_100_SKULLS_HINT].Enable();
|
||||||
} else {
|
} else {
|
||||||
mOptions[RSK_KAK_100_SKULLS_HINT].Disable("There is no point to hinting 100 skulls if it is not shuffled");
|
mOptions[RSK_KAK_100_SKULLS_HINT].Disable("There is no point to hinting 100 skulls if it is not shuffled.");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("Fishsanity"), RO_FISHSANITY_OFF) == RO_FISHSANITY_HYRULE_LOACH) {
|
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("Fishsanity"), RO_FISHSANITY_OFF) == RO_FISHSANITY_HYRULE_LOACH) {
|
||||||
mOptions[RSK_LOACH_HINT].Enable();
|
mOptions[RSK_LOACH_HINT].Enable();
|
||||||
} else {
|
} else {
|
||||||
mOptions[RSK_LOACH_HINT].Disable("Loach hint is only avaliable with \"Fishsanity\" set to \"Shuffle only Hyrule Loach\"\nas that's the only setting where you present the loach to the fishing pond owner");
|
mOptions[RSK_LOACH_HINT].Disable("Loach hint is only avaliable with \"Fishsanity\" set to \"Shuffle only Hyrule Loach\"\nas that's the only setting where you present the loach to the fishing pond owner.");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("CuccosToReturn"), 7) == 0) {
|
if (CVarGetInteger(CVAR_RANDOMIZER_SETTING("CuccosToReturn"), 7) == 0) {
|
||||||
mOptions[RSK_CHICKENS_HINT].Disable("Anju will just give you the item instead with 0 chickens");
|
mOptions[RSK_CHICKENS_HINT].Disable("Anju will just give you the item instead with 0 chickens.");
|
||||||
} else {
|
} else {
|
||||||
mOptions[RSK_CHICKENS_HINT].Enable();
|
mOptions[RSK_CHICKENS_HINT].Enable();
|
||||||
}
|
}
|
||||||
|
|
|
@ -89,7 +89,7 @@ using namespace UIWidgets;
|
||||||
void ResolutionCustomWidget(WidgetInfo& info) {
|
void ResolutionCustomWidget(WidgetInfo& info) {
|
||||||
ImGui::BeginDisabled(disabled_everything);
|
ImGui::BeginDisabled(disabled_everything);
|
||||||
// Vertical Resolution
|
// Vertical Resolution
|
||||||
UIWidgets::CVarCheckbox("Set fixed vertical resolution (disables Resolution slider)", CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle",
|
UIWidgets::CVarCheckbox("Set fixed vertical resolution (disables resolution slider)", CVAR_PREFIX_ADVANCED_RESOLUTION ".VerticalResolutionToggle",
|
||||||
UIWidgets::CheckboxOptions({ {.disabled = disabled_everything} }).Tooltip("Override the resolution scale slider and use the settings below, irrespective of window size.")
|
UIWidgets::CheckboxOptions({ {.disabled = disabled_everything} }).Tooltip("Override the resolution scale slider and use the settings below, irrespective of window size.")
|
||||||
.Color(THEME_COLOR));
|
.Color(THEME_COLOR));
|
||||||
//if (disabled_pixelCount || disabled_everything) { // Hide pixel count controls.
|
//if (disabled_pixelCount || disabled_everything) { // Hide pixel count controls.
|
||||||
|
@ -161,7 +161,7 @@ void ResolutionCustomWidget(WidgetInfo& info) {
|
||||||
ImGui::EndDisabled();
|
ImGui::EndDisabled();
|
||||||
UIWidgets::PopStyleInput();
|
UIWidgets::PopStyleInput();
|
||||||
|
|
||||||
// Integer scaling settings group (Pixel-perfect Mode)
|
// Integer scaling settings group (Pixel Perfect Mode)
|
||||||
static const ImGuiTreeNodeFlags IntegerScalingResolvedImGuiFlag =
|
static const ImGuiTreeNodeFlags IntegerScalingResolvedImGuiFlag =
|
||||||
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) ? ImGuiTreeNodeFlags_DefaultOpen
|
CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) ? ImGuiTreeNodeFlags_DefaultOpen
|
||||||
: ImGuiTreeNodeFlags_None;
|
: ImGuiTreeNodeFlags_None;
|
||||||
|
@ -169,8 +169,8 @@ void ResolutionCustomWidget(WidgetInfo& info) {
|
||||||
if (ImGui::CollapsingHeader("Integer Scaling Settings", IntegerScalingResolvedImGuiFlag)) {
|
if (ImGui::CollapsingHeader("Integer Scaling Settings", IntegerScalingResolvedImGuiFlag)) {
|
||||||
const bool disabled_pixelPerfectMode =
|
const bool disabled_pixelPerfectMode =
|
||||||
!CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) || disabled_everything;
|
!CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0) || disabled_everything;
|
||||||
// Pixel-perfect Mode
|
// Pixel Perfect Mode
|
||||||
UIWidgets::CVarCheckbox("Pixel-perfect Mode", CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode",
|
UIWidgets::CVarCheckbox("Pixel Perfect Mode", CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode",
|
||||||
UIWidgets::CheckboxOptions({{ .disabled = disabled_pixelCount || disabled_everything }}).Tooltip("Don't scale image to fill window.")
|
UIWidgets::CheckboxOptions({{ .disabled = disabled_pixelCount || disabled_everything }}).Tooltip("Don't scale image to fill window.")
|
||||||
.Color(THEME_COLOR));
|
.Color(THEME_COLOR));
|
||||||
if (disabled_pixelCount && CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0)) {
|
if (disabled_pixelCount && CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".PixelPerfectMode", 0)) {
|
||||||
|
@ -181,7 +181,7 @@ void ResolutionCustomWidget(WidgetInfo& info) {
|
||||||
// Integer Scaling
|
// Integer Scaling
|
||||||
UIWidgets::CVarSliderInt(fmt::format("Integer scale factor: {}", max_integerScaleFactor).c_str(), CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor",
|
UIWidgets::CVarSliderInt(fmt::format("Integer scale factor: {}", max_integerScaleFactor).c_str(), CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.Factor",
|
||||||
UIWidgets::IntSliderOptions({ {.disabled = disabled_pixelPerfectMode || CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0)} })
|
UIWidgets::IntSliderOptions({ {.disabled = disabled_pixelPerfectMode || CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0)} })
|
||||||
.Min(1).Max(max_integerScaleFactor).DefaultValue(1).Tooltip("Integer scales the image. Only available in pixel-perfect mode.").Color(THEME_COLOR));
|
.Min(1).Max(max_integerScaleFactor).DefaultValue(1).Tooltip("Integer scales the image. Only available in Pixel Perfect Mode.").Color(THEME_COLOR));
|
||||||
// Display warning if size is being clamped or if framebuffer is larger than viewport.
|
// Display warning if size is being clamped or if framebuffer is larger than viewport.
|
||||||
if (!disabled_pixelPerfectMode &&
|
if (!disabled_pixelPerfectMode &&
|
||||||
(CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.NeverExceedBounds", 1) &&
|
(CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.NeverExceedBounds", 1) &&
|
||||||
|
@ -193,7 +193,7 @@ void ResolutionCustomWidget(WidgetInfo& info) {
|
||||||
|
|
||||||
UIWidgets::CVarCheckbox("Automatically scale image to fit viewport", CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically",
|
UIWidgets::CVarCheckbox("Automatically scale image to fit viewport", CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically",
|
||||||
UIWidgets::CheckboxOptions({ {.disabled = disabled_pixelPerfectMode} }).DefaultValue(true).Color(THEME_COLOR)
|
UIWidgets::CheckboxOptions({ {.disabled = disabled_pixelPerfectMode} }).DefaultValue(true).Color(THEME_COLOR)
|
||||||
.Tooltip("Automatically sets scale factor to fit window. Only available in pixel-perfect mode."));
|
.Tooltip("Automatically sets scale factor to fit window. Only available in Pixel Perfect Mode."));
|
||||||
if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0)) {
|
if (CVarGetInteger(CVAR_PREFIX_ADVANCED_RESOLUTION ".IntegerScale.FitAutomatically", 0)) {
|
||||||
// This is just here to update the value shown on the slider.
|
// This is just here to update the value shown on the slider.
|
||||||
// The function in LUS to handle this setting will ignore IntegerScaleFactor while active.
|
// The function in LUS to handle this setting will ignore IntegerScaleFactor while active.
|
||||||
|
|
|
@ -28,21 +28,21 @@ void SohMenu::AddMenuDevTools() {
|
||||||
.CVar(CVAR_DEVELOPER_TOOLS("DebugSaveFileMode"))
|
.CVar(CVAR_DEVELOPER_TOOLS("DebugSaveFileMode"))
|
||||||
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
|
.PreFunc([](WidgetInfo& info) { info.isHidden = !CVarGetInteger(CVAR_DEVELOPER_TOOLS("DebugEnabled"), 0); })
|
||||||
.Options(ComboboxOptions()
|
.Options(ComboboxOptions()
|
||||||
.Tooltip("Changes the behaviour of debug file select creation (creating a save file on slot 1 "
|
.Tooltip("Changes the behavior of debug file select creation (creating a save file on slot 1 "
|
||||||
"with debug mode on)\n"
|
"with debug mode on):\n"
|
||||||
"- Off: The debug save file will be a normal savefile\n"
|
"- Off: The debug save file will be a normal savefile.\n"
|
||||||
"- Vanilla: The debug save file will be the debug save file from the original game\n"
|
"- Vanilla: The debug save file will be the debug save file from the original game.\n"
|
||||||
"- Maxed: The debug save file will be a save file with all of the items & upgrades")
|
"- Maxed: The debug save file will be a save file with all of the items & upgrades.")
|
||||||
.ComboMap(debugSaveFileModes));
|
.ComboMap(debugSaveFileModes));
|
||||||
AddWidget(path, "OoT Skulltula Debug", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "OoT Skulltula Debug", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_DEVELOPER_TOOLS("SkulltulaDebugEnabled"))
|
.CVar(CVAR_DEVELOPER_TOOLS("SkulltulaDebugEnabled"))
|
||||||
.Options(CheckboxOptions().Tooltip("Enables Skulltula Debug, when moving the cursor in the menu above various "
|
.Options(CheckboxOptions().Tooltip("Enables Skulltula Debug, when moving the cursor in the menu above various "
|
||||||
"map icons (boss key, compass, map screen locations, etc) will set the GS "
|
"map icons (boss key, compass, map screen locations, etc.) will set the GS "
|
||||||
"bits in that area.\nUSE WITH CAUTION AS IT DOES NOT UPDATE THE GS COUNT."));
|
"bits in that area.\nUSE WITH CAUTION AS IT DOES NOT UPDATE THE GS COUNT!"));
|
||||||
AddWidget(path, "Better Debug Warp Screen", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Better Debug Warp Screen", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_DEVELOPER_TOOLS("BetterDebugWarpScreen"))
|
.CVar(CVAR_DEVELOPER_TOOLS("BetterDebugWarpScreen"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Optimized debug warp screen, with the added ability to chose entrances and time of day").DefaultValue(true));
|
"Optimized Debug Warp Screen, with the added ability to chose entrances and time of day.").DefaultValue(true));
|
||||||
AddWidget(path, "Debug Warp Screen Translation", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Debug Warp Screen Translation", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_DEVELOPER_TOOLS("DebugWarpScreenTranslation"))
|
.CVar(CVAR_DEVELOPER_TOOLS("DebugWarpScreenTranslation"))
|
||||||
.Options(CheckboxOptions()
|
.Options(CheckboxOptions()
|
||||||
|
@ -50,7 +50,7 @@ void SohMenu::AddMenuDevTools() {
|
||||||
.DefaultValue(true));
|
.DefaultValue(true));
|
||||||
AddWidget(path, "Resource logging", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Resource logging", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_DEVELOPER_TOOLS("ResourceLogging"))
|
.CVar(CVAR_DEVELOPER_TOOLS("ResourceLogging"))
|
||||||
.Options(CheckboxOptions().Tooltip("Logs some resources as XML when they're loaded in binary format"));
|
.Options(CheckboxOptions().Tooltip("Logs some resources as XML when they're loaded in binary format."));
|
||||||
|
|
||||||
AddWidget(path, "Frame Advance", WIDGET_CHECKBOX)
|
AddWidget(path, "Frame Advance", WIDGET_CHECKBOX)
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
|
|
|
@ -103,7 +103,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
" - Junk items: Small brown chests\n"
|
" - Junk items: Small brown chests\n"
|
||||||
" - Small keys: Small silver chests\n"
|
" - Small keys: Small silver chests\n"
|
||||||
" - Boss keys: Vanilla size and texture\n"
|
" - Boss keys: Vanilla size and texture\n"
|
||||||
" - Skulltula Tokens: Small skulltula chest\n"
|
" - Skulltula Tokens: Small Skulltula chest\n"
|
||||||
"\n"
|
"\n"
|
||||||
"NOTE: Textures will not apply if you are using a mod pack with a custom chest model."));
|
"NOTE: Textures will not apply if you are using a mod pack with a custom chest model."));
|
||||||
AddWidget(path, "Chests of Agony", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Chests of Agony", WIDGET_CVAR_CHECKBOX)
|
||||||
|
@ -158,7 +158,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Controls", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Controls", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Answer Navi Prompt with L Button", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Answer Navi Prompt with L Button", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("NaviOnL"))
|
.CVar(CVAR_ENHANCEMENT("NaviOnL"))
|
||||||
.Options(CheckboxOptions().Tooltip("Speak to Navi with L but enter First-Person Camera with C-Up"));
|
.Options(CheckboxOptions().Tooltip("Speak to Navi with L but enter First-Person Camera with C-Up."));
|
||||||
AddWidget(path, "Don't Require Input for Credits Sequence", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Don't Require Input for Credits Sequence", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("NoInputForCredits"))
|
.CVar(CVAR_ENHANCEMENT("NoInputForCredits"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
|
@ -169,7 +169,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Typically, inputs that are held prior to the buffer window are not included in the buffer. This "
|
"Typically, inputs that are held prior to the buffer window are not included in the buffer. This "
|
||||||
"setting changes that behavior to include them. This may cause some inputs to be re-triggered "
|
"setting changes that behavior to include them. This may cause some inputs to be re-triggered "
|
||||||
"undesireably, for instance Z-Targetting something you might not want to."));
|
"undesireably, for instance Z-Targeting something you might not want to."));
|
||||||
AddWidget(path, "Pause Buffer Input Window: %d frames", WIDGET_CVAR_SLIDER_INT)
|
AddWidget(path, "Pause Buffer Input Window: %d frames", WIDGET_CVAR_SLIDER_INT)
|
||||||
.CVar(CVAR_ENHANCEMENT("PauseBufferWindow"))
|
.CVar(CVAR_ENHANCEMENT("PauseBufferWindow"))
|
||||||
.Options(IntSliderOptions()
|
.Options(IntSliderOptions()
|
||||||
|
@ -314,7 +314,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Exclude Glitch-Aiding Cutscenes", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Exclude Glitch-Aiding Cutscenes", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"))
|
.CVar(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.GlitchAiding"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Don't skip cutscenes that are associated wiht useful glitches. Currently, it is "
|
"Don't skip cutscenes that are associated with useful glitches. Currently, it is "
|
||||||
"only the Fire Temple Darunia CS, Forest Temple Poe Sisters CS, and the Box Skip One "
|
"only the Fire Temple Darunia CS, Forest Temple Poe Sisters CS, and the Box Skip One "
|
||||||
"Point in Jabu."));
|
"Point in Jabu."));
|
||||||
|
|
||||||
|
@ -396,7 +396,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
"\"Skip Get Item Animation\" option within the randomizer enhancements instead.";
|
"\"Skip Get Item Animation\" option within the randomizer enhancements instead.";
|
||||||
})
|
})
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Stops the game from freezing the player when picking up Gold Skulltula Tokens. Does not"
|
"Stops the game from freezing the player when picking up Gold Skulltula Tokens. Does not "
|
||||||
"apply in randomizer savefiles."));
|
"apply in randomizer savefiles."));
|
||||||
AddWidget(path, "Skip Save Confirmation", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Skip Save Confirmation", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("SkipSaveConfirmation"))
|
.CVar(CVAR_ENHANCEMENT("SkipSaveConfirmation"))
|
||||||
|
@ -454,7 +454,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Animated Link in Pause Menu", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Animated Link in Pause Menu", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("PauseMenuAnimatedLink"))
|
.CVar(CVAR_ENHANCEMENT("PauseMenuAnimatedLink"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Turns the Static Image of Link in the Pause Menu's Equipment Subsceen "
|
"Turns the Static Image of Link in the Pause Menu's Equipment Subscreen "
|
||||||
"into a model cycling through his idle animations."
|
"into a model cycling through his idle animations."
|
||||||
));
|
));
|
||||||
AddWidget(path, "Show Age-Dependent Equipment", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Show Age-Dependent Equipment", WIDGET_CVAR_CHECKBOX)
|
||||||
|
@ -463,7 +463,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
UpdatePatchHand();
|
UpdatePatchHand();
|
||||||
})
|
})
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Makes all equipment visible, regardless of Age."
|
"Makes all equipment visible, regardless of age."
|
||||||
));
|
));
|
||||||
AddWidget(path, "Scale Adult Equipment as Child", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Scale Adult Equipment as Child", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("ScaleAdultEquipmentAsChild"))
|
.CVar(CVAR_ENHANCEMENT("ScaleAdultEquipmentAsChild"))
|
||||||
|
@ -477,7 +477,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Show Gauntlets in First Person", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Show Gauntlets in First Person", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FirstPersonGauntlets"))
|
.CVar(CVAR_ENHANCEMENT("FirstPersonGauntlets"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Renders Guantlets when using the Bow and Hookshot like in OoT3D."
|
"Renders Gauntlets when using the Bow and Hookshot like in OoT3D."
|
||||||
));
|
));
|
||||||
AddWidget(path, "Show Chains on Both Sides of Locked Doors", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Show Chains on Both Sides of Locked Doors", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("ShowDoorLocksOnBothSides"));
|
.CVar(CVAR_ENHANCEMENT("ShowDoorLocksOnBothSides"));
|
||||||
|
@ -518,7 +518,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Disable Black Bar Letterboxes", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Disable Black Bar Letterboxes", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("DisableBlackBars"))
|
.CVar(CVAR_ENHANCEMENT("DisableBlackBars"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Disables Black Bar Letterboxes during cutscenes and Z-Targeting. NOTE: there may be minor visual "
|
"Disables Black Bar Letterboxes during cutscenes and Z-Targeting. NOTE: There may be minor visual "
|
||||||
"glitches that were covered up by the black bars. Please disable this setting before reporting a bug."));
|
"glitches that were covered up by the black bars. Please disable this setting before reporting a bug."));
|
||||||
AddWidget(path, "Dynamic Wallet Icon", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Dynamic Wallet Icon", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("DynamicWalletIcon"))
|
.CVar(CVAR_ENHANCEMENT("DynamicWalletIcon"))
|
||||||
|
@ -550,7 +550,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Remove Spin Attack Darkness", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Remove Spin Attack Darkness", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("RemoveSpinAttackDarkness"))
|
.CVar(CVAR_ENHANCEMENT("RemoveSpinAttackDarkness"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Remove the Darkness that appears when charging a Spin Attack"
|
"Remove the Darkness that appears when charging a Spin Attack."
|
||||||
));
|
));
|
||||||
AddWidget(path, "Draw Distance", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Draw Distance", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Increase Actor Draw Distance: %dx", WIDGET_CVAR_SLIDER_INT)
|
AddWidget(path, "Increase Actor Draw Distance: %dx", WIDGET_CVAR_SLIDER_INT)
|
||||||
|
@ -585,13 +585,13 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
"Exclude Actors that are useful for Glitches from the extended culling ranges. Some actors may still draw "
|
"Exclude Actors that are useful for Glitches from the extended culling ranges. Some actors may still draw "
|
||||||
"in the extended ranges, but will not \"update\" so that certain glitches that leverage the original "
|
"in the extended ranges, but will not \"update\" so that certain glitches that leverage the original "
|
||||||
"culling requirements will still work.\n\nThe following actors are excluded:\n"
|
"culling requirements will still work.\n\nThe following actors are excluded:\n"
|
||||||
" - White clothed Gerudos\n"
|
" - White Clothed Gerudos\n"
|
||||||
" - King Zora\n"
|
" - King Zora\n"
|
||||||
" - Gossip Stones\n"
|
" - Gossip Stones\n"
|
||||||
" - Boulders\n"
|
" - Boulders\n"
|
||||||
" - Blue Warps\n"
|
" - Blue Warps\n"
|
||||||
" - Darunia\n"
|
" - Darunia\n"
|
||||||
" - Gold SKulltulas\n"));
|
" - Gold Skulltulas\n"));
|
||||||
|
|
||||||
path.sidebarName = "Items";
|
path.sidebarName = "Items";
|
||||||
AddSidebarEntry("Enhancements", path.sidebarName, 3);
|
AddSidebarEntry("Enhancements", path.sidebarName, 3);
|
||||||
|
@ -601,17 +601,17 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Equip Items on Dpad", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Equip Items on Dpad", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("DpadEquips"))
|
.CVar(CVAR_ENHANCEMENT("DpadEquips"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Equip items and equipment on the D-Pad. If used with \"D-Pad on Pause Screen\", you must "
|
"Equip items and equipment on the D-pad. If used with \"D-pad on Pause Screen\", you must "
|
||||||
"hold C-Up to equip instead of navgiate."));
|
"hold C-Up to equip instead of navigate."));
|
||||||
AddWidget(path, "Assignable Tunics and Boots", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Assignable Tunics and Boots", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("AssignableTunicsAndBoots"))
|
.CVar(CVAR_ENHANCEMENT("AssignableTunicsAndBoots"))
|
||||||
.Options(CheckboxOptions().Tooltip("Allows equipping the Tunics and Boots to C-Buttons/D-Pad."));
|
.Options(CheckboxOptions().Tooltip("Allows equipping the Tunics and Boots to C-Buttons/D-pad."));
|
||||||
// TODO: Revist strength toggle, it's currently separate but should probably be locked behind the
|
// TODO: Revist strength toggle, it's currently separate but should probably be locked behind the
|
||||||
// Equipment toggle settings or be absorbed by it completely.
|
// Equipment toggle settings or be absorbed by it completely.
|
||||||
AddWidget(path, "Equipment Toggle", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Equipment Toggle", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("EquipmentCanBeRemoved"))
|
.CVar(CVAR_ENHANCEMENT("EquipmentCanBeRemoved"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Allows equipment to be removed by toggling it off on\n the equipment subscreen."));
|
"Allows equipment to be removed by toggling it on/off\n the equipment subscreen."));
|
||||||
AddWidget(path, "Allow Strength Equipment to be Toggled", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Allow Strength Equipment to be Toggled", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("ToggleStrength"))
|
.CVar(CVAR_ENHANCEMENT("ToggleStrength"))
|
||||||
.Callback([](WidgetInfo& info) {
|
.Callback([](WidgetInfo& info) {
|
||||||
|
@ -633,9 +633,9 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Tooltip("Introduces Options for unequipping Link's sword\n\n"
|
.Tooltip("Introduces Options for unequipping Link's sword\n\n"
|
||||||
"None: Only Biggoron's Sword/Giant's Knife can be toggled. Doing so will equip the "
|
"None: Only Biggoron's Sword/Giant's Knife can be toggled. Doing so will equip the "
|
||||||
"Master Sword.\n\n"
|
"Master Sword.\n\n"
|
||||||
"Child Toggle: This will allow for completely unequipping any sword as child link.\n\n"
|
"Child Toggle: This will allow for completely unequipping any sword as Child link.\n\n"
|
||||||
"Both Ages: Any sword can be unequipped as either age. This may lead to swordless "
|
"Both Ages: Any sword can be unequipped as either age. This may lead to swordless "
|
||||||
"glitches as Adult."));
|
"glitches as adult."));
|
||||||
AddWidget(path, "Ask to Equip New Items", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Ask to Equip New Items", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("AskToEquip"))
|
.CVar(CVAR_ENHANCEMENT("AskToEquip"))
|
||||||
.Options(CheckboxOptions().Tooltip("Adds a prompt to equip newly-obtained Swords, Shields, and Tunics."));
|
.Options(CheckboxOptions().Tooltip("Adds a prompt to equip newly-obtained Swords, Shields, and Tunics."));
|
||||||
|
@ -659,7 +659,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
" - Obtained the Song of Time\n"
|
" - Obtained the Song of Time\n"
|
||||||
" - Obtained the Master Sword\n"
|
" - Obtained the Master Sword\n"
|
||||||
" - Not within range of a Time Block\n"
|
" - Not within range of a Time Block\n"
|
||||||
" - Not within range of Ocarina Playing spots."));
|
" - Not within range of Ocarina Playing spots"));
|
||||||
|
|
||||||
AddWidget(path, "Masks", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Masks", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Bunny Hood Effect", WIDGET_CVAR_COMBOBOX)
|
AddWidget(path, "Bunny Hood Effect", WIDGET_CVAR_COMBOBOX)
|
||||||
|
@ -676,10 +676,10 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Options(
|
.Options(
|
||||||
CheckboxOptions().Tooltip("Stops masks from automatically unequipping on certain situations:\n"
|
CheckboxOptions().Tooltip("Stops masks from automatically unequipping on certain situations:\n"
|
||||||
"- When entering a new scene\n"
|
"- When entering a new scene\n"
|
||||||
"- When not in any C button or the D-Pad\n"
|
"- When not in any C-Button or the D-pad\n"
|
||||||
"- When saving and quitting\n"
|
"- When saving and quitting\n"
|
||||||
"- When dying\n"
|
"- When dying\n"
|
||||||
"- When traveling thru time (if \"Masks Equippable as Adult\" is activated)."));
|
"- When traveling through time (if \"Masks Equippable as Adult\" is activated)"));
|
||||||
AddWidget(path, "Invisible Bunny Hood", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Invisible Bunny Hood", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("HideBunnyHood"))
|
.CVar(CVAR_ENHANCEMENT("HideBunnyHood"))
|
||||||
.Options(CheckboxOptions().Tooltip("Turns Bunny Hood Invisible while still maintaining its effects."));
|
.Options(CheckboxOptions().Tooltip("Turns Bunny Hood Invisible while still maintaining its effects."));
|
||||||
|
@ -687,14 +687,14 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.CVar(CVAR_ENHANCEMENT("MaskSelect"))
|
.CVar(CVAR_ENHANCEMENT("MaskSelect"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"After completing the mask trading sub-quest, press A and any direction on the mask "
|
"After completing the mask trading sub-quest, press A and any direction on the mask "
|
||||||
"slog to change masks"));
|
"slot to change masks."));
|
||||||
|
|
||||||
path.column = SECTION_COLUMN_2;
|
path.column = SECTION_COLUMN_2;
|
||||||
AddWidget(path, "Explosives", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Explosives", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Deku Nuts Explode Bombs", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Deku Nuts Explode Bombs", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("NutsExplodeBombs"))
|
.CVar(CVAR_ENHANCEMENT("NutsExplodeBombs"))
|
||||||
.Options(CheckboxOptions().Tooltip("Make Deku Nuts explode Bombs, similar to how they interact with Bombchus. "
|
.Options(CheckboxOptions().Tooltip("Make Deku Nuts explode Bombs, similar to how they interact with Bombchus. "
|
||||||
"This does not affect Bombflowers."));
|
"This does not affect Bomb Flowers."));
|
||||||
AddWidget(path, "Remove Explosive Limit", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Remove Explosive Limit", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("RemoveExplosiveLimit"))
|
.CVar(CVAR_ENHANCEMENT("RemoveExplosiveLimit"))
|
||||||
.Options(CheckboxOptions().Tooltip("Removes the cap of 3 active explosives being deployed at once."));
|
.Options(CheckboxOptions().Tooltip("Removes the cap of 3 active explosives being deployed at once."));
|
||||||
|
@ -748,8 +748,8 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
"Allows Light Arrows to activate Sun Switches. May require a room reload if toggled during gameplay."));
|
"Allows Light Arrows to activate Sun Switches. May require a room reload if toggled during gameplay."));
|
||||||
AddWidget(path, "Bow and Child/Slingshot as Adult", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Bow and Child/Slingshot as Adult", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("BowSlingshotAmmoFix"))
|
.CVar(CVAR_ENHANCEMENT("BowSlingshotAmmoFix"))
|
||||||
.Options(CheckboxOptions().Tooltip("Allows Child to use a Bow with Arrows.\n"
|
.Options(CheckboxOptions().Tooltip("Allows Child Link to use a Bow with Arrows.\n"
|
||||||
"Allows Adult to use a Slingshot with Seeds.\n\n"
|
"Allows Adult Link to use a Slingshot with Seeds.\n\n"
|
||||||
"Requires glitches or the 'Timeless Equipment' cheat to equip."));
|
"Requires glitches or the 'Timeless Equipment' cheat to equip."));
|
||||||
AddWidget(path, "Aiming Reticle for the Bow/Slingshot", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Aiming Reticle for the Bow/Slingshot", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("BowReticle"))
|
.CVar(CVAR_ENHANCEMENT("BowReticle"))
|
||||||
|
@ -761,12 +761,12 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Targetable Hookshot Reticle", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Targetable Hookshot Reticle", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("HookshotableReticle"))
|
.CVar(CVAR_ENHANCEMENT("HookshotableReticle"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Makes the Hookshot Reticle use a different color when aiming at Hookshotable Collision."));
|
"Makes the Hookshot Reticle use a different color when aiming at hookshotable collision."));
|
||||||
|
|
||||||
AddWidget(path, "Boomerang", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Boomerang", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Instant Boomerang Recall", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Instant Boomerang Recall", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FastBoomerang"))
|
.CVar(CVAR_ENHANCEMENT("FastBoomerang"))
|
||||||
.Options(CheckboxOptions().Tooltip("Instantly return the boomerang to Link by pressing its item button while "
|
.Options(CheckboxOptions().Tooltip("Instantly return the Boomerang to Link by pressing its item button while "
|
||||||
"it's in the air."));
|
"it's in the air."));
|
||||||
AddWidget(path, "Aim Boomerang in First-Person Mode", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Aim Boomerang in First-Person Mode", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("BoomerangFirstPerson"))
|
.CVar(CVAR_ENHANCEMENT("BoomerangFirstPerson"))
|
||||||
|
@ -827,7 +827,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Fix Enemies not Spawning Near Water", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix Enemies not Spawning Near Water", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("EnemySpawnsOverWaterboxes"))
|
.CVar(CVAR_ENHANCEMENT("EnemySpawnsOverWaterboxes"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Causes respanwing enemies, like Stalchildren, to appear on land near bodies of water. "
|
"Causes respawning enemies, like Stalchildren, to appear on land near bodies of water. "
|
||||||
"Fixes an incorrect calculation that acted like water underneath ground was above it."));
|
"Fixes an incorrect calculation that acted like water underneath ground was above it."));
|
||||||
AddWidget(path, "Fix Poacher's Saw Softlock", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix Poacher's Saw Softlock", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FixSawSoftlock"))
|
.CVar(CVAR_ENHANCEMENT("FixSawSoftlock"))
|
||||||
|
@ -898,7 +898,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Graphical Fixes", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Graphical Fixes", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Fix L&R Pause Menu", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix L&R Pause Menu", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FixMenuLR"))
|
.CVar(CVAR_ENHANCEMENT("FixMenuLR"))
|
||||||
.Options(CheckboxOptions().Tooltip("Makes the L and R buttons in the pause menu the same color"));
|
.Options(CheckboxOptions().Tooltip("Makes the L and R buttons in the pause menu the same color."));
|
||||||
AddWidget(path, "Fix Dungeon Entrances", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix Dungeon Entrances", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FixDungeonMinimapIcon"))
|
.CVar(CVAR_ENHANCEMENT("FixDungeonMinimapIcon"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
|
@ -916,7 +916,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.CVar(CVAR_ENHANCEMENT("GerudoWarriorClothingFix"))
|
.CVar(CVAR_ENHANCEMENT("GerudoWarriorClothingFix"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Prevent the Gerudo Warrior's clothes changing color when changing Link's tunic or "
|
"Prevent the Gerudo Warrior's clothes changing color when changing Link's tunic or "
|
||||||
"using Bombs in front of her."));
|
"using bombs in front of her."));
|
||||||
AddWidget(path, "Fix Out of Bounds Textures", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix Out of Bounds Textures", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FixTexturesOOB"))
|
.CVar(CVAR_ENHANCEMENT("FixTexturesOOB"))
|
||||||
.Callback([](WidgetInfo& info) { ApplyAuthenticGfxPatches(); })
|
.Callback([](WidgetInfo& info) { ApplyAuthenticGfxPatches(); })
|
||||||
|
@ -925,7 +925,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Fix Link's Eyes Open while Sleeping", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix Link's Eyes Open while Sleeping", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FixEyesOpenWhileSleeping"))
|
.CVar(CVAR_ENHANCEMENT("FixEyesOpenWhileSleeping"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Fixes Link's eyes being open in the openeing cutscene when he is supposed to be sleeping."));
|
"Fixes Link's eyes being open in the opening cutscene when he is supposed to be sleeping."));
|
||||||
AddWidget(path, "Fix Hand Holding Hammer", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix Hand Holding Hammer", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("FixHammerHand"))
|
.CVar(CVAR_ENHANCEMENT("FixHammerHand"))
|
||||||
.Callback([](WidgetInfo& info) { UpdatePatchHand(); })
|
.Callback([](WidgetInfo& info) { UpdatePatchHand(); })
|
||||||
|
@ -942,10 +942,10 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
ComboboxOptions()
|
ComboboxOptions()
|
||||||
.ComboMap(zFightingOptions)
|
.ComboMap(zFightingOptions)
|
||||||
.DefaultIndex(ZFIGHT_FIX_DISABLED)
|
.DefaultIndex(ZFIGHT_FIX_DISABLED)
|
||||||
.Tooltip("Disabled: Paths vanish more the higher the resolution (Z-fighting is based on resolution)\n"
|
.Tooltip("Disabled: Paths vanish more the higher the resolution (Z-Fighting is based on resolution).\n"
|
||||||
"Consistent: Certain paths vanish the same way in all resolutions\n"
|
"Consistent: Certain paths vanish the same way in all resolutions.\n"
|
||||||
"No Vanish: Paths do not vanish, Link seems to sink in to some paths\n"
|
"No Vanish: Paths do not vanish, Link seems to sink in to some paths.\n"
|
||||||
"This might affect other decal effects\n"));
|
"This might affect other decal effects.\n"));
|
||||||
|
|
||||||
AddWidget(path, "Audio Fixes", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Audio Fixes", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Fix Missing Jingle after 5 Silver Rupees", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix Missing Jingle after 5 Silver Rupees", WIDGET_CVAR_CHECKBOX)
|
||||||
|
@ -983,13 +983,13 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Fish while Hovering", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fish while Hovering", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("HoverFishing"))
|
.CVar(CVAR_ENHANCEMENT("HoverFishing"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Restore a bug from NSTC 1.0 that allows casting the Fishing Rod while using the Hover Boots."));
|
"Restore a bug from NTSC 1.0 that allows casting the Fishing Rod while using the Hover Boots."));
|
||||||
AddWidget(path, "N64 Weird Frames", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "N64 Weird Frames", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("N64WeirdFrames"))
|
.CVar(CVAR_ENHANCEMENT("N64WeirdFrames"))
|
||||||
.Options(CheckboxOptions().Tooltip("Restores N64 Weird Frames allwing weirdshots to behave the same as N64."));
|
.Options(CheckboxOptions().Tooltip("Restores N64 Weird Frames allowing weirdshots to behave the same as N64."));
|
||||||
AddWidget(path, "Bombchus Out of Bounds", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Bombchus Out of Bounds", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("BombchusOOB"))
|
.CVar(CVAR_ENHANCEMENT("BombchusOOB"))
|
||||||
.Options(CheckboxOptions().Tooltip("Allows Bombchus to explode out of bounds. Similar to Gamecube and Wii VC"));
|
.Options(CheckboxOptions().Tooltip("Allows Bombchus to explode out of bounds. Similar to GameCube and Wii VC."));
|
||||||
AddWidget(path, "Quick Putaway", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Quick Putaway", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("QuickPutaway"))
|
.CVar(CVAR_ENHANCEMENT("QuickPutaway"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
|
@ -1012,7 +1012,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Fix L&Z Page Switch in Pause Menu", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Fix L&Z Page Switch in Pause Menu", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("NGCKaleidoSwitcher"))
|
.CVar(CVAR_ENHANCEMENT("NGCKaleidoSwitcher"))
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Makes L and R switch pages like on the Gamecube. Z opens the Debug Menu instead."));
|
"Makes L and R switch pages like on the GameCube. Z opens the Debug Menu instead."));
|
||||||
|
|
||||||
// Difficulty Options
|
// Difficulty Options
|
||||||
path.sidebarName = "Difficulty";
|
path.sidebarName = "Difficulty";
|
||||||
|
@ -1035,15 +1035,15 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.ComboMap(allPowers)
|
.ComboMap(allPowers)
|
||||||
.DefaultIndex(0)
|
.DefaultIndex(0)
|
||||||
.Tooltip(
|
.Tooltip(
|
||||||
"Modifies all sources of damage not affected by other sliders\n"
|
"Modifies all sources of damage not affected by other sliders:\n"
|
||||||
"2x: Can survive all common attacks from the start of the game\n"
|
"2x: Can survive all common attacks from the start of the game.\n"
|
||||||
"4x: Dies in 1 hit to any substantial attack from the start of the game\n"
|
"4x: Dies in 1 hit to any substantial attack from the start of the game.\n"
|
||||||
"8x: Can only survive trivial damage from the start of the game\n"
|
"8x: Can only survive trivial damage from the start of the game.\n"
|
||||||
"16x: Can survive all common attacks with max health without double defense\n"
|
"16x: Can survive all common attacks with max health without double defense.\n"
|
||||||
"32x: Can survive all common attacks with max health and double defense\n"
|
"32x: Can survive all common attacks with max health and double defense.\n"
|
||||||
"64x: Can survive trivial damage with max health without double defense\n"
|
"64x: Can survive trivial damage with max health without double defense.\n"
|
||||||
"128x: Can survive trivial damage with max health and double defense\n"
|
"128x: Can survive trivial damage with max health and double defense.\n"
|
||||||
"256x: Cannot survive damage"
|
"256x: Cannot survive damage."
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
AddWidget(path, "Fall Damage Multiplier", WIDGET_CVAR_COMBOBOX)
|
AddWidget(path, "Fall Damage Multiplier", WIDGET_CVAR_COMBOBOX)
|
||||||
|
@ -1051,14 +1051,14 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Options(ComboboxOptions()
|
.Options(ComboboxOptions()
|
||||||
.ComboMap(subPowers)
|
.ComboMap(subPowers)
|
||||||
.Tooltip(
|
.Tooltip(
|
||||||
"Modifies all fall damage\n"
|
"Modifies all fall damage:\n"
|
||||||
"2x: Can survive all fall damage from the start of the game\n"
|
"2x: Can survive all fall damage from the start of the game.\n"
|
||||||
"4x: Can only survive short fall damage from the start of the game\n"
|
"4x: Can only survive short fall damage from the start of the game.\n"
|
||||||
"8x: Cannot survive any fall damage from the start of the game\n"
|
"8x: Cannot survive any fall damage from the start of the game.\n"
|
||||||
"16x: Can survive all fall damage with max health without double defense\n"
|
"16x: Can survive all fall damage with max health without double defense.\n"
|
||||||
"32x: Can survive all fall damage with max health and double defense\n"
|
"32x: Can survive all fall damage with max health and double defense.\n"
|
||||||
"64x: Can survive short fall damage with double defense\n"
|
"64x: Can survive short fall damage with double defense.\n"
|
||||||
"128x: Cannot survive fall damage"
|
"128x: Cannot survive fall damage."
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
AddWidget(path, "Void Damage Multiplier", WIDGET_CVAR_COMBOBOX)
|
AddWidget(path, "Void Damage Multiplier", WIDGET_CVAR_COMBOBOX)
|
||||||
|
@ -1067,13 +1067,13 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.ComboMap(subSubPowers)
|
.ComboMap(subSubPowers)
|
||||||
.DefaultIndex(0)
|
.DefaultIndex(0)
|
||||||
.Tooltip(
|
.Tooltip(
|
||||||
"Modifies damage taken after falling into a void\n"
|
"Modifies damage taken after falling into a void:\n"
|
||||||
"2x: Can survive void damage from the start of the game\n"
|
"2x: Can survive void damage from the start of the game.\n"
|
||||||
"4x: Cannot survive void damage from the start of the game\n"
|
"4x: Cannot survive void damage from the start of the game.\n"
|
||||||
"8x: Can survive void damage twice with max health without double defense\n"
|
"8x: Can survive void damage twice with max health without double defense.\n"
|
||||||
"16x: Can survive void damage with max health without double defense\n"
|
"16x: Can survive void damage with max health without double defense.\n"
|
||||||
"32x: Can survive void damage with max health and double defense\n"
|
"32x: Can survive void damage with max health and double defense.\n"
|
||||||
"64x: Cannot survive void damage"
|
"64x: Cannot survive void damage."
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
AddWidget(path, "Bonk Damage Multiplier", WIDGET_CVAR_COMBOBOX)
|
AddWidget(path, "Bonk Damage Multiplier", WIDGET_CVAR_COMBOBOX)
|
||||||
|
@ -1126,7 +1126,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Dying will delete your file.\n\n"
|
"Dying will delete your file.\n\n"
|
||||||
ICON_FA_EXCLAMATION_TRIANGLE " WARNING " ICON_FA_EXCLAMATION_TRIANGLE
|
ICON_FA_EXCLAMATION_TRIANGLE " WARNING " ICON_FA_EXCLAMATION_TRIANGLE
|
||||||
"\nTHIS IS NOT REVERSABLE\nUSE AT YOUR OWN RISK!"
|
"\nTHIS IS NOT REVERSABLE!\nUSE AT YOUR OWN RISK!"
|
||||||
));
|
));
|
||||||
AddWidget(path, "Always Win Goron Pot", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Always Win Goron Pot", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("GoronPot"))
|
.CVar(CVAR_ENHANCEMENT("GoronPot"))
|
||||||
|
@ -1188,11 +1188,11 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
};
|
};
|
||||||
AddWidget(path, "Customize Behavior##Shooting", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Customize Behavior##Shooting", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("CustomizeShootingGallery"))
|
.CVar(CVAR_ENHANCEMENT("CustomizeShootingGallery"))
|
||||||
.Options(CheckboxOptions().Tooltip("Turn on/off changes to the shooting gallery behavior"));
|
.Options(CheckboxOptions().Tooltip("Turn on/off changes to the shooting gallery behavior."));
|
||||||
AddWidget(path, "Instant Win", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Instant Win", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("InstantShootingGalleryWin"))
|
.CVar(CVAR_ENHANCEMENT("InstantShootingGalleryWin"))
|
||||||
.PreFunc(shootingGalleryDisabledFunc)
|
.PreFunc(shootingGalleryDisabledFunc)
|
||||||
.Options(CheckboxOptions().Tooltip("Skips the Shooting Gallery minigame"));
|
.Options(CheckboxOptions().Tooltip("Skips the Shooting Gallery minigame."));
|
||||||
AddWidget(path, "No Rupee Randomization", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "No Rupee Randomization", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("ConstantAdultGallery"))
|
.CVar(CVAR_ENHANCEMENT("ConstantAdultGallery"))
|
||||||
.PreFunc(shootingGalleryDisabledFunc)
|
.PreFunc(shootingGalleryDisabledFunc)
|
||||||
|
@ -1223,7 +1223,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Options(CheckboxOptions().Tooltip("Turn on/off changes to the Bombchu Bowling behavior."));
|
.Options(CheckboxOptions().Tooltip("Turn on/off changes to the Bombchu Bowling behavior."));
|
||||||
auto bombchuBowlingDisabledFunc = [](WidgetInfo& info) {
|
auto bombchuBowlingDisabledFunc = [](WidgetInfo& info) {
|
||||||
info.options->disabled = CVarGetInteger(CVAR_ENHANCEMENT("CustomizeBombchuBowling"), 0) == 0;
|
info.options->disabled = CVarGetInteger(CVAR_ENHANCEMENT("CustomizeBombchuBowling"), 0) == 0;
|
||||||
info.options->disabledTooltip = "This option is disabled because \"Customize Behavior\" is turned off";
|
info.options->disabledTooltip = "This option is disabled because \"Customize Behavior\" is turned off.";
|
||||||
};
|
};
|
||||||
AddWidget(path, "Remove Small Cucco", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Remove Small Cucco", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("BombchuBowlingNoSmallCucco"))
|
.CVar(CVAR_ENHANCEMENT("BombchuBowlingNoSmallCucco"))
|
||||||
|
@ -1264,7 +1264,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
info.options->disabled = !CVarGetInteger(CVAR_ENHANCEMENT("CustomizeFrogsOcarinaGame"), 0) ||
|
info.options->disabled = !CVarGetInteger(CVAR_ENHANCEMENT("CustomizeFrogsOcarinaGame"), 0) ||
|
||||||
CVarGetInteger(CVAR_ENHANCEMENT("FrogsUnlimitedFailTime"), 0);
|
CVarGetInteger(CVAR_ENHANCEMENT("FrogsUnlimitedFailTime"), 0);
|
||||||
info.options->disabledTooltip = "This option is disabled because \"Customize Behavior\" is turned off or "
|
info.options->disabledTooltip = "This option is disabled because \"Customize Behavior\" is turned off or "
|
||||||
"\"Unlimited Playback Time\" is on";
|
"\"Unlimited Playback Time\" is on.";
|
||||||
})
|
})
|
||||||
.Options(IntSliderOptions().Min(1).Max(5).DefaultValue(1).Format("%dx").Tooltip(
|
.Options(IntSliderOptions().Min(1).Max(5).DefaultValue(1).Format("%dx").Tooltip(
|
||||||
"Adjusts the time allowed for playback before failing."));
|
"Adjusts the time allowed for playback before failing."));
|
||||||
|
@ -1333,7 +1333,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Fishing", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Fishing", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Customize Behavior##Fishing", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Customize Behavior##Fishing", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_ENHANCEMENT("CustomizeFishing"))
|
.CVar(CVAR_ENHANCEMENT("CustomizeFishing"))
|
||||||
.Options(CheckboxOptions().Tooltip("Turn on/off changes to the Fishing behavior"));
|
.Options(CheckboxOptions().Tooltip("Turn on/off changes to the Fishing behavior."));
|
||||||
auto fishingDisabledFunc = [](WidgetInfo& info) {
|
auto fishingDisabledFunc = [](WidgetInfo& info) {
|
||||||
info.options->disabled = CVarGetInteger(CVAR_ENHANCEMENT("CustomizeFishing"), 0) == 0;
|
info.options->disabled = CVarGetInteger(CVAR_ENHANCEMENT("CustomizeFishing"), 0) == 0;
|
||||||
info.options->disabledTooltip = "This option is disabled because \"Customize Behavior\" is turned off.";
|
info.options->disabledTooltip = "This option is disabled because \"Customize Behavior\" is turned off.";
|
||||||
|
@ -1369,12 +1369,12 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.CVar(CVAR_ENHANCEMENT("MinimumFishWeightChild"))
|
.CVar(CVAR_ENHANCEMENT("MinimumFishWeightChild"))
|
||||||
.PreFunc(fishingDisabledFunc)
|
.PreFunc(fishingDisabledFunc)
|
||||||
.Options(IntSliderOptions().Min(3).Max(10).DefaultValue(10).Format("%d lbs.").Tooltip(
|
.Options(IntSliderOptions().Min(3).Max(10).DefaultValue(10).Format("%d lbs.").Tooltip(
|
||||||
"The minimum weight for the unique Fishing Reward as a Child."));
|
"The minimum weight for the unique Fishing Reward as a child."));
|
||||||
AddWidget(path, "Adult Minimum Weight: %d lbs.", WIDGET_CVAR_SLIDER_INT)
|
AddWidget(path, "Adult Minimum Weight: %d lbs.", WIDGET_CVAR_SLIDER_INT)
|
||||||
.CVar(CVAR_ENHANCEMENT("MinimumFishWeightAdult"))
|
.CVar(CVAR_ENHANCEMENT("MinimumFishWeightAdult"))
|
||||||
.PreFunc(fishingDisabledFunc)
|
.PreFunc(fishingDisabledFunc)
|
||||||
.Options(IntSliderOptions().Min(6).Max(13).DefaultValue(13).Format("%d lbs.").Tooltip(
|
.Options(IntSliderOptions().Min(6).Max(13).DefaultValue(13).Format("%d lbs.").Tooltip(
|
||||||
"The minimum weight for the unique fishing reward as an Adult."));
|
"The minimum weight for the unique fishing reward as an adult."));
|
||||||
|
|
||||||
// Extra Modes
|
// Extra Modes
|
||||||
path.sidebarName = "Extra Modes";
|
path.sidebarName = "Extra Modes";
|
||||||
|
@ -1392,15 +1392,15 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.DefaultIndex(MIRRORED_WORLD_OFF)
|
.DefaultIndex(MIRRORED_WORLD_OFF)
|
||||||
.ComboMap(mirroredWorldModes)
|
.ComboMap(mirroredWorldModes)
|
||||||
.Tooltip(
|
.Tooltip(
|
||||||
"Mirrors the world horizontally\n\n"
|
"Mirrors the world horizontally:\n\n"
|
||||||
" - Always: Always mirror the world\n"
|
" - Always: Always mirror the world.\n"
|
||||||
" - Random: Randomly decide to mirror the world on each scene change\n"
|
" - Random: Randomly decide to mirror the world on each scene change.\n"
|
||||||
" - Random (Seeded): Scenes are mirrored based on the current randomizer seed/file\n"
|
" - Random (Seeded): Scenes are mirrored based on the current randomizer seed/file.\n"
|
||||||
" - Dungeons: Mirror the world in Dungeons\n"
|
" - Dungeons: Mirror the world in Dungeons.\n"
|
||||||
" - Dungeons (Vanilla): Mirror the world in vanilla Dungeons\n"
|
" - Dungeons (Vanilla): Mirror the world in Vanilla Dungeons.\n"
|
||||||
" - Dungeons (MQ): Mirror the world in MQ Dungeons\n"
|
" - Dungeons (MQ): Mirror the world in MQ Dungeons.\n"
|
||||||
" - Dungeons Random: Randomly decide to mirror the world in Dungeons\n"
|
" - Dungeons Random: Randomly decide to mirror the world in Dungeons.\n"
|
||||||
" - Dungeons Random (Seeded): Dungeons are mirrored based on the current randomizer seed/file\n"
|
" - Dungeons Random (Seeded): Dungeons are mirrored based on the current randomizer seed/file.\n"
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
AddWidget(path, "Ivan the Fairy (Coop Mode)", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Ivan the Fairy (Coop Mode)", WIDGET_CVAR_CHECKBOX)
|
||||||
|
@ -1528,10 +1528,10 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.DefaultIndex(ENEMY_RANDOMIZER_OFF)
|
.DefaultIndex(ENEMY_RANDOMIZER_OFF)
|
||||||
.ComboMap(enemyRandomizerModes)
|
.ComboMap(enemyRandomizerModes)
|
||||||
.Tooltip(
|
.Tooltip(
|
||||||
"Replaces fixed enemies throughout the game with a random enemy. Bosses, mini-bosses and a few specific regular enemies are excluded.\n"
|
"Replaces fixed enemies throughout the game with a random enemy. Bosses, Mini-Bosses and a few specific regular enemies are excluded.\n"
|
||||||
"Enemies that need more than Deku Nuts + either Deku Sticks or a sword to kill are excluded from spawning in \"clear enemy\" rooms.\n\n"
|
"Enemies that need more than Deku Nuts & either Deku Sticks or a sword to kill are excluded from spawning in \"clear enemy\" rooms.\n\n"
|
||||||
"- Random: Enemies are randomized every time you load a room\n"
|
"- Random: Enemies are randomized every time you load a room.\n"
|
||||||
"- Random (Seeded): Enemies are randomized based on the current randomizer seed/file\n"
|
"- Random (Seeded): Enemies are randomized based on the current randomizer seed/file.\n"
|
||||||
)
|
)
|
||||||
);
|
);
|
||||||
AddWidget(path, "Randomized Enemy Sizes", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Randomized Enemy Sizes", WIDGET_CVAR_CHECKBOX)
|
||||||
|
@ -1542,7 +1542,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.PreFunc(
|
.PreFunc(
|
||||||
[](WidgetInfo& info) { info.options->disabled = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemySizes"), 0); })
|
[](WidgetInfo& info) { info.options->disabled = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemySizes"), 0); })
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Scales normal enemies Health with their randomized size. *This will NOT affect bosses*"));
|
"Scales normal enemies Health with their randomized size. *This will NOT affect Bosses!*"));
|
||||||
AddWidget(path, "Enemy List", WIDGET_SEPARATOR_TEXT)
|
AddWidget(path, "Enemy List", WIDGET_SEPARATOR_TEXT)
|
||||||
.PreFunc([](WidgetInfo& info) {
|
.PreFunc([](WidgetInfo& info) {
|
||||||
info.isHidden = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0);
|
info.isHidden = !CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0);
|
||||||
|
@ -1586,7 +1586,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Timeless Equipment", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Timeless Equipment", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_CHEAT("TimelessEquipment"))
|
.CVar(CVAR_CHEAT("TimelessEquipment"))
|
||||||
.Options(CheckboxOptions().Tooltip("Allows any item to be equipped, regardless of age.\n"
|
.Options(CheckboxOptions().Tooltip("Allows any item to be equipped, regardless of age.\n"
|
||||||
"Also allows Child to use Adult strength upgrades."));
|
"Also allows child to use adult strength upgrades."));
|
||||||
AddWidget(path, "Unrestricted Items", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Unrestricted Items", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_CHEAT("NoRestrictItems"))
|
.CVar(CVAR_CHEAT("NoRestrictItems"))
|
||||||
.Options(CheckboxOptions().Tooltip("Allows you to use any item at any location"));
|
.Options(CheckboxOptions().Tooltip("Allows you to use any item at any location"));
|
||||||
|
@ -1608,7 +1608,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Options(FloatSliderOptions().Format("%.2f").Min(0.1f).Max(5.0f).DefaultValue(1.0f));
|
.Options(FloatSliderOptions().Format("%.2f").Min(0.1f).Max(5.0f).DefaultValue(1.0f));
|
||||||
AddWidget(path, "Hookshot Everything", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Hookshot Everything", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_CHEAT("HookshotEverything"))
|
.CVar(CVAR_CHEAT("HookshotEverything"))
|
||||||
.Options(CheckboxOptions().Tooltip("Makes every surface in the game hookshot-able."));
|
.Options(CheckboxOptions().Tooltip("Makes every surface in the game hookshotable."));
|
||||||
AddWidget(path, "Hookshot Reach Multiplier: %.2fx", WIDGET_CVAR_SLIDER_FLOAT)
|
AddWidget(path, "Hookshot Reach Multiplier: %.2fx", WIDGET_CVAR_SLIDER_FLOAT)
|
||||||
.CVar(CVAR_CHEAT("HookshotReachMultiplier"))
|
.CVar(CVAR_CHEAT("HookshotReachMultiplier"))
|
||||||
.Options(FloatSliderOptions().Format("%.2f").Min(1.0f).Max(5.0f));
|
.Options(FloatSliderOptions().Format("%.2f").Min(1.0f).Max(5.0f));
|
||||||
|
@ -1667,7 +1667,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
AddWidget(path, "Time of Day", WIDGET_SEPARATOR_TEXT);
|
AddWidget(path, "Time of Day", WIDGET_SEPARATOR_TEXT);
|
||||||
AddWidget(path, "Freeze Time", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Freeze Time", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_CHEAT("FreezeTime"))
|
.CVar(CVAR_CHEAT("FreezeTime"))
|
||||||
.Options(CheckboxOptions().Tooltip("Freezes the time of day"));
|
.Options(CheckboxOptions().Tooltip("Freezes the time of day."));
|
||||||
AddWidget(path, "Time Sync", WIDGET_CVAR_CHECKBOX)
|
AddWidget(path, "Time Sync", WIDGET_CVAR_CHECKBOX)
|
||||||
.CVar(CVAR_CHEAT("TimeSync"))
|
.CVar(CVAR_CHEAT("TimeSync"))
|
||||||
.Options(CheckboxOptions().Tooltip("Syncs the in-game time with the real world time."));
|
.Options(CheckboxOptions().Tooltip("Syncs the in-game time with the real world time."));
|
||||||
|
@ -1713,7 +1713,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
|
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
|
||||||
})
|
})
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Turns on OoT Beta Quest. *WARNING* This will reset your game."
|
"Turns on OoT Beta Quest. *WARNING*: This will reset your game!"
|
||||||
));
|
));
|
||||||
AddWidget(path, "Beta Quest World: %d", WIDGET_CVAR_SLIDER_INT)
|
AddWidget(path, "Beta Quest World: %d", WIDGET_CVAR_SLIDER_INT)
|
||||||
.CVar(CVAR_CHEAT("BetaQuestWorld"))
|
.CVar(CVAR_CHEAT("BetaQuestWorld"))
|
||||||
|
@ -1729,7 +1729,7 @@ void SohMenu::AddMenuEnhancements() {
|
||||||
.Min(0)
|
.Min(0)
|
||||||
.Max(8)
|
.Max(8)
|
||||||
.Tooltip(
|
.Tooltip(
|
||||||
"Set the Beta Quest world to explore. *WARNING* Changing this will reset your game.\n"
|
"Set the Beta Quest world to explore. *WARNING*: Changing this will reset your game!\n"
|
||||||
"Ctrl+Click to type in a value."
|
"Ctrl+Click to type in a value."
|
||||||
));
|
));
|
||||||
|
|
||||||
|
|
|
@ -45,8 +45,8 @@ void SohMenu::AddMenuRandomizer() {
|
||||||
OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_MAPANDCOMPASS).IsNot(RO_DUNGEON_ITEM_LOC_VANILLA) &&
|
OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_MAPANDCOMPASS).IsNot(RO_DUNGEON_ITEM_LOC_VANILLA) &&
|
||||||
OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_MAPANDCOMPASS).IsNot(RO_DUNGEON_ITEM_LOC_OWN_DUNGEON)
|
OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_MAPANDCOMPASS).IsNot(RO_DUNGEON_ITEM_LOC_OWN_DUNGEON)
|
||||||
);
|
);
|
||||||
info.options->disabledTooltip = "This setting is disabled because a savefile is loaded without the map & compass\n"
|
info.options->disabledTooltip = "This setting is disabled because a savefile is loaded without the map & compass.\n"
|
||||||
"shuffle settings set to \"Any Dungeon\", \"Overworld\" or \"Anywhere\"";
|
"Shuffle settings set to \"Any Dungeon\", \"Overworld\" or \"Anywhere\".";
|
||||||
})
|
})
|
||||||
.Options(CheckboxOptions().Tooltip(
|
.Options(CheckboxOptions().Tooltip(
|
||||||
"Matches the color of maps & compasses to the dungeon they belong to. "
|
"Matches the color of maps & compasses to the dungeon they belong to. "
|
||||||
|
@ -88,7 +88,7 @@ void SohMenu::AddMenuRandomizer() {
|
||||||
.Format("%.2f")
|
.Format("%.2f")
|
||||||
.DefaultValue(10.0f)
|
.DefaultValue(10.0f)
|
||||||
.Tooltip(
|
.Tooltip(
|
||||||
"The size of the item when it is picked up"
|
"The size of the item when it is picked up."
|
||||||
));
|
));
|
||||||
|
|
||||||
// Plandomizer
|
// Plandomizer
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue