mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-04-28 13:17:58 +03:00
Merge branch 'HarbourMasters:develop-blair' into develop-blair
This commit is contained in:
commit
93560da232
13 changed files with 389 additions and 411 deletions
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@ -544,6 +544,8 @@ typedef enum {
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LANGUAGE_MAX
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} Language;
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#define TODO_TRANSLATE "__Translate_This__"
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// TODO get these properties from the textures themselves
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#define FONT_CHAR_TEX_WIDTH 16
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#define FONT_CHAR_TEX_HEIGHT 16
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@ -155,11 +155,12 @@ const std::string CustomMessage::GetFrench(MessageFormat format) const {
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}
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const std::string CustomMessage::GetForCurrentLanguage(MessageFormat format) const {
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return GetForLanguage((gSaveContext.language == LANGUAGE_JPN) ? LANGUAGE_ENG : gSaveContext.language, format);
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return GetForLanguage(((Language)gSaveContext.language == LANGUAGE_JPN) ? LANGUAGE_ENG : gSaveContext.language,
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format);
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}
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const std::string CustomMessage::GetForLanguage(uint8_t language, MessageFormat format) const {
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std::string output = messages[language].length() > 0 ? messages[language] : messages[LANGUAGE_ENG];
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std::string output = messages[language] != TODO_TRANSLATE ? messages[language] : messages[LANGUAGE_ENG];
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ProcessMessageFormat(output, format);
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return output;
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}
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@ -273,8 +274,12 @@ void CustomMessage::Replace(std::string&& oldStr, std::string&& newStr) {
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void CustomMessage::Replace(std::string&& oldStr, CustomMessage newMessage) {
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for (uint8_t language = 0; language < LANGUAGE_MAX - 1; language++) {
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size_t position = messages[language].find(oldStr);
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std::string newMsg = newMessage.messages[language];
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if (language != LANGUAGE_ENG && newMsg == TODO_TRANSLATE) {
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newMsg = newMessage.messages[LANGUAGE_ENG];
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}
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while (position != std::string::npos) {
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messages[language].replace(position, oldStr.length(), newMessage.messages[language]);
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messages[language].replace(position, oldStr.length(), newMsg);
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position = messages[language].find(oldStr);
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}
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}
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@ -6,6 +6,7 @@
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#include <string>
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#include "../../../include/z64item.h"
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#include "../../../include/z64.h"
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#include "../../../include/message_data_textbox_types.h"
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#include "../randomizer/3drando/text.hpp"
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@ -203,7 +204,7 @@ class CustomMessage {
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void CleanString(std::string& str) const;
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private:
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std::vector<std::string> messages = { "", "", "" };
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std::vector<std::string> messages = { "", TODO_TRANSLATE, TODO_TRANSLATE };
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TextBoxType type = TEXTBOX_TYPE_BLACK;
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TextBoxPosition position = TEXTBOX_POS_BOTTOM;
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std::vector<std::string> colors = {};
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@ -1458,257 +1458,257 @@ void StaticData::HintTable_Init() {
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---------------------------*/
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hintTextTable[RHT_JUNK01] = HintText(CustomMessage("They say you must read the names of \"Special Deal\" shop items carefully.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, les \"Offres spéciales\" sont parfois trompeuses... Lisez les attentivement!"));
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hintTextTable[RHT_JUNK02] = HintText(CustomMessage("They say that Zelda is a poor leader.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, Zelda ne ferait pas un bon monarque."));
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hintTextTable[RHT_JUNK03] = HintText(CustomMessage("These hints can be quite useful. This is an exception.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Ces indices sont très utiles, à l'exception de celui-ci."));
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hintTextTable[RHT_JUNK04] = HintText(CustomMessage("They say that the Lizalfos in Dodongo's Cavern like to play in lava.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, les Lézalfos de la Caverne Dodongo aiment patauger dans la lave."));
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hintTextTable[RHT_JUNK05] = HintText(CustomMessage("They say that all the Zora drowned in Wind Waker.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, les Zoras se sont noyés dans Wind Waker."));
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hintTextTable[RHT_JUNK06] = HintText(CustomMessage("If Gorons eat rocks, does that mean I'm in danger?",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Ne dis pas au Gorons que je suis ici. Ils mangent des roches, tu sais!"));
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hintTextTable[RHT_JUNK07] = HintText(CustomMessage("'Member when Ganon was a blue pig?^I 'member.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Dans mon temps, Ganon était un cochon bleu...^Pff! Les jeunes de nos jours, et leur Ganondorf!"));
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hintTextTable[RHT_JUNK08] = HintText(CustomMessage("One who does not have Triforce can't go in.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Ceux sans Triforce doivent rebrousser chemin."));
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hintTextTable[RHT_JUNK09] = HintText(CustomMessage("Save your future, end the Happy Mask Salesman.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, tu t'éviteras des jours de malheur si tu vaincs le vendeur de masques..."));
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hintTextTable[RHT_JUNK10] = HintText(CustomMessage("Glitches are a pathway to many abilities some consider to be... Unnatural.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Les glitchs sont un moyen d'acquérir de nombreuses facultés considérées par certains comme... contraire "));
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hintTextTable[RHT_JUNK11] = HintText(CustomMessage("I'm stoned. Get it?",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Allez, roche, papier, ciseau...&Roche."));
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hintTextTable[RHT_JUNK12] = HintText(CustomMessage("Hoot! Hoot! Would you like me to repeat that?",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Hou hou! Veux-tu que je répète tout ça?"));
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hintTextTable[RHT_JUNK13] = HintText(CustomMessage("Gorons are stupid. They eat rocks.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Les Gorons sont des vraies têtes dures."));
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hintTextTable[RHT_JUNK14] = HintText(CustomMessage("They say that Lon Lon Ranch prospered under Ingo.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, le Ranch Lon Lon était plus prospère sous Ingo."));
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hintTextTable[RHT_JUNK15] = HintText(CustomMessage("They say without the Lens of Truth, the Treasure Chest Mini-Game is a 1 out of 32 chance.^Good luck!",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Gagner la Chasse-aux-Trésors est 1 chance sur 32.^Bonne chance!"));
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hintTextTable[RHT_JUNK16] = HintText(CustomMessage("Use bombs wisely.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Utilise les bombes avec précaution."));
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hintTextTable[RHT_JUNK17] = HintText(CustomMessage("They say that players who select the \"ON\" option for \"MOTION CONTROL\" are the real \"Zelda players!\"",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, ceux qui utilisent les contrôles gyroscopiques sont les VRAIS joueurs."));
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||||
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hintTextTable[RHT_JUNK18] = HintText(CustomMessage("L2P @.",
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||||
/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Arrête de lire les indices et joue comme un grand, @."));
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hintTextTable[RHT_JUNK19] = HintText(CustomMessage("I bet you'd like to have more bombs.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Je parie que tu veux plus de bombes."));
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||||
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||||
hintTextTable[RHT_JUNK20] = HintText(CustomMessage("When all else fails, use Fire.",
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||||
/*german*/ "",
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||||
/*german*/ TODO_TRANSLATE,
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/*french*/ "Quand rien ne marche, utilise le feu."));
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||||
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||||
hintTextTable[RHT_JUNK21] = HintText(CustomMessage("Here's a hint, @. Don't be bad.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, la #Triforce# n'est pas dans le jeu... Duh!"));
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hintTextTable[RHT_JUNK22] = HintText(CustomMessage("Game Over. Return of Ganon.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Partie terminée. RETour de Ganon."));
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||||
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||||
hintTextTable[RHT_JUNK23] = HintText(CustomMessage("May the way of the Hero lead to the Triforce.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Que le chemin du héros te mène à la Triforce."));
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||||
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||||
hintTextTable[RHT_JUNK24] = HintText(CustomMessage("Can't find an item? Scan an Amiibo.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Tu cherches de quoi? Utilise un Amiibo!"));
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||||
|
||||
hintTextTable[RHT_JUNK25] = HintText(CustomMessage("They say this game has just a few glitches.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, ce jeu est complètement exempt de glitchs."));
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||||
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hintTextTable[RHT_JUNK26] = HintText(CustomMessage("BRRING BRRING This is Ulrira. Wrong number?",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "DRING DRING!! Pépé le Ramollo à l'appareil... Quoi? Faux numéro?"));
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||||
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||||
hintTextTable[RHT_JUNK27] = HintText(CustomMessage("Tingle Tingle Kooloo Limpah!",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Tingle! Tingle! Kooloolin... Pah!"));
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||||
|
||||
hintTextTable[RHT_JUNK28] = HintText(CustomMessage("L is real 2401",
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||||
/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "L is real 2401"));
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||||
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hintTextTable[RHT_JUNK29] = HintText(CustomMessage("They say that Ganondorf will appear in the next Mario Tennis.",
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/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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/*french*/ "Selon moi, Ganondorf sera la nouvelle recrue dans Mario Tennis."));
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||||
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||||
hintTextTable[RHT_JUNK30] = HintText(CustomMessage("They say Medigoron sells the earliest Breath of the Wild demo.",
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||||
/*german*/ "",
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/*german*/ TODO_TRANSLATE,
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||||
/*french*/ "Selon moi, Medigoron vend une démo de #Breath of the Wild#."));
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||||
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||||
hintTextTable[RHT_JUNK31] = HintText(CustomMessage("Can you move me? I don't get great service here.",
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||||
/*german*/ "",
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||||
/*german*/ TODO_TRANSLATE,
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||||
/*french*/ "Peux-tu me déplacer? J'ai pas une bonne réception ici."));
|
||||
|
||||
hintTextTable[RHT_JUNK32] = HintText(CustomMessage("They say if you use Strength on the truck, you can find Mew.",
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||||
/*german*/ "",
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||||
/*german*/ TODO_TRANSLATE,
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||||
/*french*/ "Selon moi, #Mew# se trouve dessous le camion... Duh!"));
|
||||
|
||||
hintTextTable[RHT_JUNK33] = HintText(CustomMessage("I'm a helpful hint Gossip Stone!^See, I'm helping.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Salut! Je suis une pierre de bons conseils!^Tiens, tu vois? J'aide bien, hein?"));
|
||||
|
||||
hintTextTable[RHT_JUNK34] = HintText(CustomMessage("Dear @, please come to the castle. I've baked a cake for you.&Yours truly, Princess Zelda.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Mon très cher @:&Viens vite au château, je t'ai préparé&un délicieux gâteau...^À bientôt, Princesse Zelda"));
|
||||
|
||||
hintTextTable[RHT_JUNK35] = HintText(CustomMessage("They say all toasters toast toast.",
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||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, les grille-pains grillent du pain."));
|
||||
|
||||
hintTextTable[RHT_JUNK36] = HintText(CustomMessage("You thought it would be a useful hint, but it was me, junk hint!",
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/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Tu t'attendais à un bon indice... Mais c'était moi, un mauvais indice!"));
|
||||
|
||||
hintTextTable[RHT_JUNK37] = HintText(CustomMessage("They say that quest guidance can be found at a talking rock.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, des #indices# se trouvent auprès d'une pierre parlante... Duh!"));
|
||||
|
||||
hintTextTable[RHT_JUNK38] = HintText(CustomMessage("They say that the final item you're looking for can be found somewhere in Hyrule.",
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||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, le #dernier objet# se trouve quelque part dans Hyrule... Duh!"));
|
||||
|
||||
hintTextTable[RHT_JUNK39] = HintText(CustomMessage("Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip."));
|
||||
|
||||
hintTextTable[RHT_JUNK40] = HintText(CustomMessage("They say that Barinade fears Deku Nuts.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, Barinade a la frousse des noix Mojo."));
|
||||
|
||||
hintTextTable[RHT_JUNK41] = HintText(CustomMessage("They say that Flare Dancers do not fear Goron-crafted blades.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, le danse-flamme n'a pas peur des armes de Goron."));
|
||||
|
||||
hintTextTable[RHT_JUNK42] = HintText(CustomMessage("They say that Morpha is easily trapped in a corner.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, Morpha est facilement coincé."));
|
||||
|
||||
hintTextTable[RHT_JUNK43] = HintText(CustomMessage("They say that Bongo Bongo really hates the cold.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, Bongo Bongo a facilement froid aux doigts."));
|
||||
|
||||
hintTextTable[RHT_JUNK44] = HintText(CustomMessage("They say that your sword is most powerful when you put it away.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, ton épée est à pleine puissance quand tu la rengaines."));
|
||||
|
||||
hintTextTable[RHT_JUNK45] = HintText(CustomMessage("They say that bombing the hole Volvagia last flew into can be rewarding.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, le trou où se creuse Volvagia est vulnérable aux bombes."));
|
||||
|
||||
hintTextTable[RHT_JUNK46] = HintText(CustomMessage("They say that invisible ghosts can be exposed with Deku Nuts.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, des fantômes invisibles apparaissent avec des noix Mojo."));
|
||||
|
||||
hintTextTable[RHT_JUNK47] = HintText(CustomMessage("They say that the real Phantom Ganon is bright and loud.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, le vrai spectre de Ganon est clair et bruyant."));
|
||||
|
||||
hintTextTable[RHT_JUNK48] = HintText(CustomMessage("They say that walking backwards is very fast.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, tu fais marche arrière très rapidement pour un héros."));
|
||||
|
||||
hintTextTable[RHT_JUNK49] = HintText(CustomMessage("They say Ingo is not very good at planning ahead.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, Ingo ne fait pas un très bon geôlier."));
|
||||
|
||||
hintTextTable[RHT_JUNK50] = HintText(CustomMessage("You found a spiritual Stone! By which I mean, I worship Nayru.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Vous avez trouvé une Pierre Ancestrale! En effet, je vénère la déesse Hylia."));
|
||||
|
||||
hintTextTable[RHT_JUNK51] = HintText(CustomMessage("Open your eyes.^Open your eyes.^Wake up, @.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Réveille-toi...^Réveille-toi.^Ouvre les yeux, @."));
|
||||
|
||||
hintTextTable[RHT_JUNK52] = HintText(CustomMessage("They say that the Nocturne of Shadow can bring you very close to Ganon.",
|
||||
/*german*/ "",
|
||||
/*french*/ "Selon moi, le nocturne de l'ombre peut t'amener très près de Ganon."));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, le Nocturne de l'Ombre peut t'amener très près de Ganon."));
|
||||
|
||||
hintTextTable[RHT_JUNK53] = HintText(CustomMessage("They say that Twinrova always casts the same spell the first three times.",
|
||||
/*german*/ "",
|
||||
/*french*/ "Selon moi, Twinrova lance toujours les mêmes trois premiers sorts."));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, le Duo Maléfique lance toujours les mêmes trois premiers sorts."));
|
||||
|
||||
hintTextTable[RHT_JUNK54] = HintText(CustomMessage("They say that the nightly builds may be unstable.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, les \"nightly builds\" peuvent être instables."));
|
||||
|
||||
hintTextTable[RHT_JUNK55] = HintText(CustomMessage("You're playing a Randomizer. I'm randomized!^Here's a random number: #4#.&Enjoy your Randomizer!",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Tu joues à un randomizer. Je suis aléatoire!^Voici un nombre aléatoire: #4#.&Bonne partie!"));
|
||||
|
||||
hintTextTable[RHT_JUNK56] = HintText(CustomMessage("They say Ganondorf's bolts can be reflected with glass or steel.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, les éclairs de Ganon se reflètent sur l'acier et le verre."));
|
||||
|
||||
hintTextTable[RHT_JUNK57] = HintText(CustomMessage("They say Ganon's tail is vulnerable to nuts, arrows, swords, explosives, hammers...^...sticks, seeds, "
|
||||
"boomerangs...^...rods, shovels, iron balls, angry bees...",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, la queue de Ganon est vulnérable aux noix, flèches, épées, bombes, marteaux...^...bâtons, "
|
||||
"graines, boomerangs...^...baguettes, pelles, boulets de fer, abeilles enragées..."));
|
||||
|
||||
hintTextTable[RHT_JUNK58] = HintText(CustomMessage("They say that you're wasting time reading this hint, but I disagree. Talk to me again!",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi... tu sais quoi? Parle-moi encore, et je te le dirai!"));
|
||||
|
||||
hintTextTable[RHT_JUNK59] = HintText(CustomMessage("They say Ganondorf knows where to find the instrument of his doom.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, Ganondorf sait où il a caché son point faible."));
|
||||
|
||||
hintTextTable[RHT_JUNK60] = HintText(CustomMessage("I heard @ is pretty good at Zelda.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Apparemment, @ est super bon à Zelda."));
|
||||
|
||||
hintTextTable[RHT_JUNK61] = HintText(CustomMessage("Hi @, we've been trying to reach you about your car's extended warranty. ",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Bonjour, @. Vous avez une voiture? Vous savez, nous offrons des assurances abordables..."));
|
||||
|
||||
hintTextTable[RHT_JUNK62] = HintText(CustomMessage("They say that it's actually possible to beat the running man.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, il est possible de battre le coureur.&Donc, tu prends ton arc, et..."));
|
||||
|
||||
hintTextTable[RHT_JUNK63] = HintText(CustomMessage("They say this hint makes more sense in other languages.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, ces indices auraient pu être mieux traduits... Duh!"));
|
||||
|
||||
// ^ Junk hints above are from 3drando
|
||||
|
@ -1721,36 +1721,36 @@ void StaticData::HintTable_Init() {
|
|||
"Erreur 0x69a504:&Traduction manquante^C'est de la faute à Purple Hato!&J'vous jure!"
|
||||
|
||||
hintTextTable[RHT_JUNK64] = HintText(CustomMessage("They say Greg is special.",
|
||||
/*german*/ "",
|
||||
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, Greg est spécial."));
|
||||
|
||||
hintTextTable[RHT_JUNK65] = HintText(CustomMessage("They say the longer the Goron's neck, the wiser they are.",
|
||||
/*german*/ "",
|
||||
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, plus le cou des Gorons est long, plus ils sont sage." ));
|
||||
|
||||
hintTextTable[RHT_JUNK66] = HintText(CustomMessage("They say this ship is what all true gamers strive for.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, cette version du port est ce pour quoi luttent tous les vrais gamers."));
|
||||
|
||||
hintTextTable[RHT_JUNK67] = HintText(CustomMessage("They say that Glowsticks can be found in the Raveyard.",
|
||||
/*german*/ "",
|
||||
/*french*/ "On peut trouver des Bâtons Lumineux sur le dancefloor du cimetière."));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, on peut trouver des Bâtons Lumineux sur le dancefloor du cimetière."));
|
||||
|
||||
hintTextTable[RHT_JUNK68] = HintText(CustomMessage("They say @'s uncle works for Nintendo.",
|
||||
/*german*/ "",
|
||||
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, l'oncle de @ travaille chez Nintendo."));
|
||||
|
||||
hintTextTable[RHT_JUNK69] = HintText(CustomMessage("They say pulling all gravestones in the graveyard leads to something magical.",
|
||||
/*german*/ "",
|
||||
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, tirer toutes les tombes du Cimetière déclanche un truc magique."));
|
||||
|
||||
hintTextTable[RHT_JUNK70] = HintText(CustomMessage("They say holding L while pausing makes you win the game.",
|
||||
/*german*/ "",
|
||||
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, maintenir L pendant que vous appuyez sur START vous permet de terminer le jeu."));
|
||||
|
||||
hintTextTable[RHT_JUNK71] = HintText(CustomMessage("They say @'s body is ready.",
|
||||
/*german*/ "",
|
||||
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, ce junk hint ne se traduirait pas bien en français."));
|
||||
|
||||
/*--------------------------
|
||||
| DUNGEON HINT TEXT |
|
||||
|
@ -2214,27 +2214,27 @@ void StaticData::HintTable_Init() {
|
|||
---------------------------*/
|
||||
|
||||
hintTextTable[RHT_GANONDORF_HINT_LA_ONLY] = HintText(CustomMessage("Ha ha ha... You'll never beat me by reflecting my lightning bolts and unleashing the arrows from #[[1]]#!",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans les flèches que j'ai cachées dans #[[1]]#!",
|
||||
{QM_RED}));
|
||||
// /*spanish*/Ja, ja, ja... Nunca me derrotarás reflejando mis esferas de energía y desplegando la flecha de luz de #[[1]]#!
|
||||
|
||||
hintTextTable[RHT_GANONDORF_HINT_MS_ONLY] = HintText(CustomMessage("Ha ha ha... You'll never defeat me, drop a castle on me and finish me off with the sacred blade from #[[2]]#!",
|
||||
/*german*/ "",
|
||||
/*french*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans l'Épée de Légende cachée dans #[[2]]#!",
|
||||
{QM_RED}));
|
||||
|
||||
hintTextTable[RHT_GANONDORF_HINT_LA_AND_MS] = HintText(CustomMessage("Ha ha ha... You'll never beat me by reflecting my lightning bolts and unleashing the arrows from #[[1]]#!"
|
||||
"^And even if you do, you'll never find the legendary blade hidden in #[[2]]#!",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Ha ha ha... Pauvre fou! Tu ne pourras jamais me vaincre sans les flèches que j'ai cachées dans #[[1]]#!"
|
||||
"^Et même si tu les trouves, tu ne touveras jamais l'épée de légende cachée dans #[[2]]#!",
|
||||
"^Et même si tu les trouves, tu ne touveras jamais l'Épée de Légende cachée dans #[[2]]#!",
|
||||
{QM_RED, QM_RED}));
|
||||
// /*spanish*/Ja, ja, ja... Nunca me derrotarás reflejando mis esferas de energía y desplegando la flecha de luz de #[[1]]#!
|
||||
// ^E incluso si lo haces, nunca encontrarás la espada legendaria escondida en #[[2]]#!
|
||||
|
||||
hintTextTable[RHT_SHEIK_HINT_LA_ONLY] = HintText(CustomMessage("I overheard Ganondorf say that he misplaced the #Light Arrows# in #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "J'ai entendu dire que Ganondorf aurait caché les #Flèches de Lumière# dans #[[1]]#.",
|
||||
{QM_YELLOW, QM_RED}));
|
||||
|
||||
|
@ -2244,17 +2244,17 @@ void StaticData::HintTable_Init() {
|
|||
{QM_RED, QM_RED}));
|
||||
|
||||
hintTextTable[RHT_GREG_HINT] = HintText(CustomMessage("By the way, if you're interested, I saw the shiniest #Green Rupee# somewhere in #[[1]]#.^It's said to have #mysterious powers#...^But then, it could just be another regular rupee.&Oh well.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Au fait, si ça t'intéresse, j'ai aperçu le plus éclatant des #Rubis Verts# quelque part à #[[1]]#. On dit qu'il possède des pouvoirs mystérieux... Mais bon, ça pourrait juste être un autre rubis ordinaire.",//RANDOTODO color in mysterious powers
|
||||
{QM_GREEN, QM_RED, QM_RED}));
|
||||
|
||||
hintTextTable[RHT_SARIA_TALK_HINT] = HintText(CustomMessage("Did you feel the #surge of magic# recently? A mysterious bird told me it came from #[[1]]#.^You should check that place out, @!",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "As-tu récemment ressenti une vague de #puissance magique#? Un mystérieux hibou m'a dit qu'elle provenait du #[[1]]#. Tu devrais aller y jeter un coup d'oeil, @!",
|
||||
{QM_GREEN, QM_RED}));
|
||||
|
||||
hintTextTable[RHT_SARIA_SONG_HINT] = HintText(CustomMessage("Did you feel the #surge of magic# recently? A mysterious bird told me it came from #[[1]]#.^You should check that place out, @!\x0B",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "As-tu récemment ressenti une vague de #puissance magique#? Un mystérieux hibou m'a dit qu'elle provenait du #[[1]]#. Tu devrais aller y jeter un coup d'oeil, @!\x0B",
|
||||
{QM_GREEN, QM_RED}, {}, TEXTBOX_TYPE_BLUE));
|
||||
|
||||
|
@ -2339,33 +2339,33 @@ void StaticData::HintTable_Init() {
|
|||
---------------------------*/
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE01] = HintText(CustomMessage("Oh! It's @.&I was expecting someone called Sheik.&Do you know what happened to them?",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Ah, c'est @.&J'attendais un certain Sheik.&Tu sais ce qui lui est arrivé?"));
|
||||
// /*spanish*/¡Oh! Pero si es @.&Estaba esperando a alguien llamado Sheik. ¿Sabes qué puede haberle pasado?
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE02] = HintText(CustomMessage("I knew I shouldn't have put the key on the other side of my door.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "J'aurais dû garder la clé ici. Hélas..."));
|
||||
// /*spanish*/Sabía que no tendría que haber dejado la llave al otro lado de la puerta.
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE03] = HintText(CustomMessage("Looks like it's time for a round of tennis.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "C'est l'heure de jouer au tennis."));
|
||||
// /*spanish*/Parece que es hora de una pachanga de tenis.
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE04] = HintText(CustomMessage("You'll never deflect my bolts of energy with your sword, then shoot me with those Light Arrows you happen to have.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Ne perds pas ton temps à frapper mes éclairs d'énergie avec ton épée et me tirer avec tes flèches de Lumière!"));
|
||||
// /*spanish*/Nunca reflejarás mis esferas de energía con tu espada, para después dispararme con las flechas de luz que tendrás.
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE05] = HintText(CustomMessage("Why did I leave my trident back in the desert?",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Sale bêtise... Et j'ai oublié mon trident dans le désert!"));
|
||||
// /*spanish*/Santa Hylia... ¿Por qué me habré dejado el tridente en el desierto?
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE06] = HintText(CustomMessage("Zelda is probably going to do something stupid, like send you back to your own timeline.^So this is "
|
||||
"quite meaningless. Do you really want to save this moron?",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Même si je suis vaincu... Zelda te renverra dans ton ère, et je reviendrai conquérir!^Telle est la "
|
||||
"prophécie d'Hyrule Historia!"));
|
||||
// /*spanish*/Seguro que Zelda trata de hacer alguna tontería, como enviarte de vuelta a tu línea temporal.^No tiene
|
||||
|
@ -2373,30 +2373,30 @@ void StaticData::HintTable_Init() {
|
|||
|
||||
hintTextTable[RHT_GANON_JOKE07] = HintText(CustomMessage("What about Zelda makes you think&she'd be a better ruler than I?^I saved Lon Lon Ranch,&fed the "
|
||||
"hungry,&and my castle floats.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Zelda ne sera jamais un meilleur monarque que moi!^J'ai un château volant, mes sujets sont des belles "
|
||||
"amazones... et mes Moblins sont clairement plus puissants que jamais!"));
|
||||
// /*spanish*/¿Qué te hace pensar que Zelda gobierna mejor que yo?^Yo he salvado el Rancho Lon Lon,&he alimentado a
|
||||
// los hambrientos&y hasta hago que mi castillo flote.
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE08] = HintText(CustomMessage("I've learned this spell,&it's really neat,&I'll keep it later&for your treat!",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Gamin, ton destin achève,&sous mon sort tu périras!&Cette partie ne fut pas brève,&et cette mort, tu subiras!"));
|
||||
// /*spanish*/Veamos ahora que harás,&la batalla ha de comenzar,&te enviaré de una vez al más allá,&¿listo para
|
||||
// afrontar la verdad?
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE09] = HintText(CustomMessage("Many tricks are up my sleeve,&to save yourself&you'd better leave!",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Sale petit garnement,&tu fais erreur!&C'est maintenant que marque&ta dernière heure!"));
|
||||
// /*spanish*/¿No osarás a mí enfrentarte?&Rimas aparte,&¡voy a matarte!
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE10] = HintText(CustomMessage("After what you did to Koholint Island, how can you call me the bad guy?",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "J'admire ce que tu as fait à l'Île Koholint... Toi et moi, nous devrions faire équipe!"));
|
||||
// /*spanish*/Después de lo que le hiciste a la Isla Koholint, ¿cómo te atreves a llamarme malvado?
|
||||
|
||||
hintTextTable[RHT_GANON_JOKE11] = HintText(CustomMessage("Today, let's begin down&'The Hero is Defeated' timeline.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Si tu me vaincs, Hyrule sera englouti... mais si tu meurs, on aura A Link to the Past, le meilleur opus "
|
||||
"de la série!"));
|
||||
// /*spanish*/Hoy daremos lugar a la línea temporal del Héroe Derrotado.&¡Prepárate para el culmen de esta saga!
|
||||
|
|
|
@ -124,11 +124,11 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*french*/ "Selon moi, un #coeur dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DEKU_TREE_GRASS] = HintText(CustomMessage("They say that some #grass in the Deku Tree# hides #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*french*/ "", {QM_RED, QM_GREEN}));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, de l'#herbe dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_DEKU_TREE] = HintText(CustomMessage("They say that a #crate in the Deku Tree# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans l'Arbre Mojo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -306,11 +306,11 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*french*/ "Selon moi, #jouer un air orageux pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DODONGOS_CAVERN_GRASS] = HintText(CustomMessage("They say that some #grass in Dodongo's Cavern# hides #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*french*/ "", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, de l'#herbe dans la Caverne Dodongo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_DODONGOS_CAVERN] = HintText(CustomMessage("They say that a #crate in Dodongo's Cavern# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans la Caverne Dodongo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -473,11 +473,11 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*french*/ "Selon moi, près d'un #ascenceur central dans le Ventre de Jabu-Jabu# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_JABU_JABUS_BELLY_GRASS] = HintText(CustomMessage("They say that some #grass in Jabu Jabu's Belly# hides #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*french*/ "", {QM_RED, QM_GREEN}));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, de l'#herbe dans le Ventre de Jabu-Jabu# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_JABU_JABU] = HintText(CustomMessage("They say that a #crate in Jabu Jabu's Belly# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Ventre de Jabu-Jabu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -711,7 +711,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*french*/ "Selon moi, un #coeur dans le Temple de la Fôret# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_FOREST_TEMPLE] = HintText(CustomMessage("They say that a #crate in Forest Temple# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -911,15 +911,15 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*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]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler le soleil dans une arène chaude# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_FIRE_TEMPLE_MQ_LOOP_KNUCKLE_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun behind a knight's throne in a volcano# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler le soleil derrière le trône d’un chevalier dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_FIRE_TEMPLE] = HintText(CustomMessage("They say that a #crate in Fire Temple# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Temple du Feu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -1058,19 +1058,19 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*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]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler le soleil au sommet d’un petit pilier avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_LEFT_STORM_FAIRY] = HintText(CustomMessage("They say that #calling the rain before a duel with one's shadow# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler la pluie avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_RIGHT_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun before a duel with one's shadow# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler le soleil avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_WATER_TEMPLE] = HintText(CustomMessage("They say that a #crate in Water Temple# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Temple de l'Eau# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -1311,15 +1311,15 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*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]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, sur une #petite plateforme# dans le Temple de l'Esprit repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_SPIRIT_TEMPLE_MQ_HEART] = HintText(CustomMessage("They say that guarded by a #ring of flame# in the Spirit Temple is #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, protégé par un #cercle de flammes# dans le Temple de l'Esprit se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_SPIRIT_TEMPLE] = HintText(CustomMessage("They say that a #crate in Spirit Temple# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -1574,19 +1574,19 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*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]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler la pluie pour une sentinelle gardant une maison des morts# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_SHADOW_TEMPLE_PIT_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain on a platform suspended above a bottomless pit# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler la pluie sur une plateforme suspendue au-dessus d’un gouffre sans fond# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_SHADOW_TEMPLE_WIND_HINT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun near an invisible chest guarded by the dead# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #appeler le soleil près d’un coffre invisible gardé par les morts# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_SHADOW_TEMPLE] = HintText(CustomMessage("They say that a #crate in Shadow Temple# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Temple de l'Ombre# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
@ -1732,8 +1732,8 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*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_GRASS] = HintText(CustomMessage("They say that some #grass in the Bottom of the Well# hides #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*french*/ "", {QM_RED, QM_GREEN}));
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, de l'#herbe dans le Puits# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
|
||||
/*--------------------------
|
||||
|
@ -1815,7 +1815,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
|
||||
hintTextTable[RHT_ICE_CAVERN_HEART] = HintText(CustomMessage("They say that atop on a #frozen pillar# lies #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß auf einer #gefrorenen Säule# #[[1]]# läge.",
|
||||
/*french*/ "Selon moi, ", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, le dessus d'un #pilier de glace# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ICE_CAVERN_RUPEE] = HintText(CustomMessage("They say that a #rupee in a frozen cavern# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Rubin in einer gefrorenen Kaverne# #[[1]]# verstecke.",
|
||||
|
@ -2013,7 +2013,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
|
|||
/*french*/ "Selon moi, dans #une épreuve avec un Dinolfos# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_CRATE_GERUDO_TRAINING_GROUND] = HintText(CustomMessage("They say that a #crate in Gerudo Training Ground# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Gymnase Gerudo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
/*--------------------------
|
||||
|
|
|
@ -1344,12 +1344,12 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
|
|||
|
||||
hintTextTable[RHT_SFM_DEKU_SCRUB_GROTTO_REAR] = HintText(CustomMessage("They say that a #scrub underground duo# sells #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Deku-Paar im Untergrund# #[[1]]# verkaufe.",
|
||||
/*french*/ "Selon moi, le #duo de peste Mojo au cur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, le #duo de peste Mojo au coeur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, un #par de dekus subterráneos# de la pradera sagrada venden #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_SFM_DEKU_SCRUB_GROTTO_FRONT] = HintText(CustomMessage("They say that a #scrub underground duo# sells #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Deku-Paar im Untergrund# #[[1]]# verkaufe.",
|
||||
/*french*/ "Selon moi, le #duo de peste Mojo au cur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, le #duo de peste Mojo au coeur du sanctuaire sylvestre# vend #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, un #par de dekus subterráneos# de la pradera sagrada venden #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_GC_DEKU_SCRUB_GROTTO_LEFT] = HintText(CustomMessage("They say that a #trio of scrubs# sells #[[1]]#.",
|
||||
|
@ -1459,37 +1459,37 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
|
|||
|
||||
hintTextTable[RHT_BEEHIVE_CHEST_GROTTO] = HintText(CustomMessage("They say that a #beehive above a chest# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb einer Truhe# #[[1]]# verberge.",
|
||||
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, une #ruche au dessus d'un coffre# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, una #colmena sobre un cofre# esconde #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_BEEHIVE_LONELY_SCRUB_GROTTO] = HintText(CustomMessage("They say that a #beehive above a lonely scrub# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines einsamen Deku# #[[1]]# verberge.",
|
||||
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, une #ruche au dessus d'une Peste Mojo solitaire# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, una #colmena sobre un deku solitario# esconde #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_BEEHIVE_SCRUB_PAIR_GROTTO] = HintText(CustomMessage("They say that a #beehive above a pair of scrubs# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines Deku-Paars# #[[1]]# verberge.",
|
||||
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, une #ruche au dessus d'un duo de Pestes Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, una #colmena sobre un par de dekus# esconde #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_BEEHIVE_SCRUB_TRIO_GROTTO] = HintText(CustomMessage("They say that a #beehive above a trio of scrubs# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb eines Deku-Trios# #[[1]]# verberge.",
|
||||
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, une #ruche au dessus d'un trio de Pestes Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, una #colmena sobre un trío de dekus# esconde #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_BEEHIVE_COW_GROTTO] = HintText(CustomMessage("They say that a #beehive above a cow# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Bienenstock oberhalb einer Kuh# #[[1]]# verberge.",
|
||||
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, une #ruche au dessus d'une vache# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, una #colmena sobre una vaca# esconde #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_BEEHIVE_IN_FRONT_OF_KING_ZORA] = HintText(CustomMessage("They say that a #beehive in front of the king of the zoras# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Bienenstock vor dem Zora-König# #[[1]]# verberge.",
|
||||
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, une #ruche devant le Roi des Zoras# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/ Según dicen, una #colmena delante del rey de los zoras# esconde #[[1]]#.
|
||||
|
||||
hintTextTable[RHT_BEEHIVE_BEHIND_KING_ZORA] = HintText(CustomMessage("They say that a #beehive behind the king of the zoras# hides #[[1]]#.",
|
||||
/*german*/ "Man erzählt sich, daß ein #Bienenstock hinter dem Zora-König# #[[1]]# verberge.",
|
||||
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
/*french*/ "Selon moi, une #rucheau derrière le Roi des Zoras# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*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]]#.",
|
||||
|
@ -1557,384 +1557,384 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
|
|||
/*french*/ "Selon moi, un cœur dans la #maison d'une amie chère# cache #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_LOST_WOODS_RUPEE] = HintText(CustomMessage("They say that under a #boulder in the woods# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, sous un #rocher dans les bois# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_LOST_WOODS_SHORTCUT_RUPEE] = HintText(CustomMessage("They say that in a #pool of water in the woods# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans une #mare d'eau dans les bois# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_LAKE_HYLIA_RUPEE] = HintText(CustomMessage("They say that just off the #coast of a lake# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, juste au large de la #côte d'un lac# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_LABORATORY_RUPEE] = HintText(CustomMessage("They say that at the #bottom of a tank# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, au #fond d'un réservoir# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_DAMPES_GRAVE_RUPEE] = HintText(CustomMessage("They say that within a #quick-footed spirit's grave# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans la #tombe d'un esprit à pieds rapides# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_GERUDO_VALLEY_GROTTO_RUPEE] = HintText(CustomMessage("They say that an Octarok in an #underground spring# guards #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, un Octrocher dans une #source souterraine# garde #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_RUPEE] = HintText(CustomMessage("They say that beneath a boulder on a #mountain's cliffside# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, sous un rocher sur la #falaise d'une montagne# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_GROTTO_HEART] = HintText(CustomMessage("They say that accompanying a #cow in a small cave# is #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, accompagner une #vache dans une petite grotte# est #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_DEATH_MOUNTAIN_TRAIL_GROTTO_RUPEE] = HintText(CustomMessage("They say that accompanying a #cow in a small cave# is #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, accompagner une #vache dans une petite grotte# est #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_DEATH_MOUNTAIN_CRATER_RUPEE] = HintText(CustomMessage("They say that on a #small platform suspended above lava# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, sur une #petite plateforme suspendue au-dessus de la lave# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_ZORAS_RIVER_WATERFALL_RUPEE] = HintText(CustomMessage("They say that beneath a #waterfall feeding a narrow river# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, sous une #cascade alimentant une rivière étroite# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
hintTextTable[RHT_ZORAS_FOUNTAIN_RUPEE] = HintText(CustomMessage("They say that at the bottom of a #partially-frozen spring# lies #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, au fond d'une #source partiellement gelée# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
// /*spanish*/
|
||||
|
||||
hintTextTable[RHT_SFM_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a forest meadow# rests #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans #une fontaine sous un bosquet forestier# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a river# rests #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans #une fontaine sous une rivière# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HF_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath a a few trees bordering a wide field# rests #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans #une fontaine sous quelques arbres bordant un vaste champ# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZD_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath the home of the Zoras# rests #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans #une fontaine sous la maison des Zora# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GF_FAIRY_GROTTO_FAIRY] = HintText(CustomMessage("They say that within #a fountain beneath the home of thieves# rests #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans #une fontaine sous la maison des voleurs# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GRAVEYARD_SHIELD_GRAVE_FAIRY] = HintText(CustomMessage("They say that within #a fountain behind a wall within a grave# rests #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, dans #une fontaine derrière un mur dans une tombe# repose #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_COLOSSUS_OASIS_FAIRY] = HintText(CustomMessage("They say that #restoring water to a dried oasis# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #restaurer l'eau dans un oasis asséché# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the riverside# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse au bord de la rivière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KF_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near a forest shop# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse près d'un magasin forestier# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LW_BEAN_SPROUT_NEAR_BRIDGE_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near the entrance to the forest# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse près de l'entrée de la forêt# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LW_BEAN_SPROUT_NEAR_THEATER_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout above a sylvan theatre# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse au-dessus d'un théâtre sylvestre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the lakeside# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse au bord du lac# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GV_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the side of a canyon# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse sur le côté d'un canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_COLOSSUS_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout near a temple of the sand# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse près d'un temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GRAVEYARD_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout within a graveyard# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse dans un cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMC_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout within a volcano# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMT_BEAN_SPROUT_FAIRY] = HintText(CustomMessage("They say that #watering a young sprout on the moutainside# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #arroser une jeune pousse sur le flanc d'une montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_TOT_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in the ouskirts of the market# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange en périphérie du marché# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_TOT_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in the ouskirts of the market# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange en périphérie du marché# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMC_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a volcano# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMC_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a volcano# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMT_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone on a mountain cliff face# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sur une falaise de montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMT_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone on a mountain cliff face# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange sur une falaise de montagne# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_COLOSSUS_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near the temple of the sane# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près du temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_COLOSSUS_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near the temple of the sane# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près du temple du sable# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GV_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a canyon waterfall# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'une cascade de canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GV_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a canyon waterfall# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'une cascade de canyon# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GC_MAZE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone behind a maze of rock# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange derrière un labyrinthe de roches# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GC_MAZE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone behind a maze of rock# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange derrière un labyrinthe de roches# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GC_MEDIGORON_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a blacksmith# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'un forgeron# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GC_MEDIGORON_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a blacksmith# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'un forgeron# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GRAVEYARD_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the graveyard# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant le cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_GRAVEYARD_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the graveyard# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant le cimetière# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HC_MALON_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the path to the castle# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange surplombant le chemin du château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HC_MALON_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the path to the castle# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange surplombant le chemin du château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HC_ROCK_WALL_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near a secret path to the castle# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange près d'un chemin secret vers le château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HC_ROCK_WALL_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near a secret path to the castle# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie orageuse pour une pierre étrange près d'un chemin secret vers le château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HC_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the castle# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, #jouer une mélodie pour une pierre étrange sous le château# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HC_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the castle# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous le château révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KF_DEKU_TREE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone near an ancient tree# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange près d'un arbre ancien révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KF_DEKU_TREE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone near an ancient tree# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange près d'un arbre ancien révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KF_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking a forest village# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant un village forestier révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KF_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking a forest village# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant un village forestier révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KF_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a forest village# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous un village forestier révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KF_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a forest village# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous un village forestier révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_LAB_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking the river feeding a lake# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant la rivière qui alimente un lac révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_LAB_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking the river feeding a lake# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant la rivière qui alimente un lac révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_SOUTHEAST_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone at the back of a lake# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_SOUTHEAST_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone at the back of a lake# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_SOUTHWEST_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone at the back of a lake# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_SOUTHWEST_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone at the back of a lake# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange au fond d'un lac révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LW_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a perplexing wood# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange dans un bois déroutant révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LW_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a perplexing wood# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans un bois déroutant révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_SFM_MAZE_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overlooking a forest maze# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant un labyrinthe forestier révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_SFM_MAZE_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overlooking a forest maze# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant un labyrinthe forestier révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_SFM_SARIA_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone watching a hiding place in the woods# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surveillant une cachette dans les bois révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_SFM_SARIA_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone watching a hiding place in the woods# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surveillant une cachette dans les bois révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZD_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone listening to an aquatic king# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange écoutant un roi aquatique révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZD_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone listening to an aquatic king# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange écoutant un roi aquatique révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZF_FAIRY_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in the ouskirts of a deap fountain# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange en périphérie d'une profonde fontaine révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZF_FAIRY_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in the ouskirts of a deap fountain# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange en périphérie d'une profonde fontaine révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZF_JABU_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone watching a guardian of the sea# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surveillant un gardien de la mer révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZF_JABU_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone watching a guardian of the sea# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surveillant un gardien de la mer révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_NEAR_GROTTOS_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone overwatching a river# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange surplombant une rivière révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_NEAR_GROTTOS_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone overwatching a river# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange surplombant une rivière révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_NEAR_DOMAIN_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a waterfall# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous une cascade révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_NEAR_DOMAIN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a waterfall# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous une cascade révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HF_COW_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone hiding near a cow# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange cachée près d'une vache révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HF_COW_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone hiding near a cow# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange cachée près d'une vache révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HF_NEAR_MARKET_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the entrance to the market# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous l'entrée du marché révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HF_NEAR_MARKET_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the entrance to the market# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous l'entrée du marché révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HF_SOUTHEAST_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath trees guarded by a Peahat# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous des arbres gardés par un Peahat révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_HF_SOUTHEAST_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath trees guarded by a Peahat# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous des arbres gardés par un Peahat révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KAK_OPEN_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath a village at the base of a mountain# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous un village au pied d'une montagne révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_KAK_OPEN_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath a village at the base of a mountain# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous un village au pied d'une montagne révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_OPEN_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within a plateau by a river# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange dans un plateau près d'une rivière révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_ZR_OPEN_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within a plateau by a river# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans un plateau près d'une rivière révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LW_NEAR_SHORTCUTS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath an escape from the forest# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous une issue de la forêt révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LW_NEAR_SHORTCUTS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath an escape from the forest# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous une issue de la forêt révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMT_STORMS_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone beneath the entrance to a village within a mountain# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange sous l'entrée d'un village dans une montagne révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMT_STORMS_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone beneath the entrance to a village within a mountain# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange sous l'entrée d'un village dans une montagne révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMC_UPPER_GROTTO_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone within the side of a crater# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie pour une pierre étrange dans le côté d'un cratère révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_DMC_UPPER_GROTTO_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone within the side of a crater# reveals #[[1]]#.",
|
||||
/*german*/ "!!!",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans le côté d'un cratère révèle [[1]].", {QM_RED, QM_GREEN}));
|
||||
|
||||
hintTextTable[RHT_LH_ISLAND_SUN_FAIRY] = HintText(CustomMessage("They say that #summoning the sun on the lake's island# calls #[[1]]#.", {QM_RED, QM_GREEN}));
|
||||
|
@ -1976,43 +1976,43 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
|
|||
hintTextTable[RHT_GROTTO_GRASS] = HintText(CustomMessage("They say that #cutting some grass in a grotto# reveals #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_GERUDO_VALLEY] = HintText(CustomMessage("They say that a #crate in Gerudo Valley# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans une vallée# a #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_GERUDOS_FORTRESS] = HintText(CustomMessage("They say that a #crate in Gerudo Fortress# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans la Forteresse Gerudo# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_WASTELAND] = HintText(CustomMessage("They say that a #crate in Haunted Wasteland# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Désert Hanté# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_MARKET] = HintText(CustomMessage("They say that a #crate in the Market# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans la Place du Marché# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_KAKARIKO_VILLAGE] = HintText(CustomMessage("They say that a #crate in Kakariko Village# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Village de Cocorico# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_GRAVEYARD] = HintText(CustomMessage("They say that a #crate in the Graveyard# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Cimetière# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_GORON_CITY] = HintText(CustomMessage("They say that a #crate in Goron City# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Village Goron# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_DEATH_MOUNTAIN_CRATER] = HintText(CustomMessage("They say that a #crate in Death Mountain Crater# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse sur le Mont du Péril# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_LON_LON_RANCH] = HintText(CustomMessage("They say that a #crate in Lon Lon Ranch# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans le Ranch Lon Lon# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
hintTextTable[RHT_CRATE_LAKESIDE_LABORATORY] = HintText(CustomMessage("They say that a #crate in the Laboratory# contains #[[1]]#.",
|
||||
/*german*/ "",
|
||||
/*german*/ TODO_TRANSLATE,
|
||||
/*french*/ "Selon moi, une #caisse dans un laboratoire# contient #[[1]]#.", { QM_RED, QM_GREEN }));
|
||||
|
||||
// clang-format on
|
||||
|
|
|
@ -1962,69 +1962,69 @@ void StaticData::HintTable_Init_Item() {
|
|||
CustomMessage("a gold fragment", /*german*/"ein goldenes Fragment", /*french*/"un fragment d'or")});
|
||||
// /*spanish*/un fragmento dorado
|
||||
|
||||
hintTextTable[RHT_GOHMA_SOUL] = HintText(CustomMessage("the soul of Gohma", /*german*/"die Seele Gohmas", /*french*/""),
|
||||
hintTextTable[RHT_GOHMA_SOUL] = HintText(CustomMessage("the soul of Gohma", /*german*/"die Seele Gohmas", /*french*/"l'Âme de Gohma"),
|
||||
{
|
||||
CustomMessage("something webbed", /*german*/"etwas Verwobenes", /*french*/"")
|
||||
CustomMessage("something webbed", /*german*/"etwas Verwobenes", /*french*/"un truc entoilé")
|
||||
}, {
|
||||
CustomMessage("an invasive soul", /*german*/"eine invasive Seele", /*french*/""),
|
||||
CustomMessage("some spider essence", /*german*/"etwas spinnenartige Essenz", /*french*/"")});
|
||||
CustomMessage("an invasive soul", /*german*/"eine invasive Seele", /*french*/"une âme invasive"),
|
||||
CustomMessage("some spider essence", /*german*/"etwas spinnenartige Essenz", /*french*/"une essence d'araignée")});
|
||||
|
||||
hintTextTable[RHT_KING_DODONGO_SOUL] = HintText(CustomMessage("the soul of King Dodongo", /*german*/"die Seele König Dodongos", /*french*/""),
|
||||
hintTextTable[RHT_KING_DODONGO_SOUL] = HintText(CustomMessage("the soul of King Dodongo", /*german*/"die Seele König Dodongos", /*french*/"l'Âme du Roi Dodongo"),
|
||||
{
|
||||
CustomMessage("something explosive", /*german*/"etwas Explosives", /*french*/"")
|
||||
CustomMessage("something explosive", /*german*/"etwas Explosives", /*french*/"un truc détonnant")
|
||||
}, {
|
||||
CustomMessage("a royal soul", /*german*/"eine royale Seele", /*french*/""),
|
||||
CustomMessage("some reptile essence", /*german*/"etwas reptilienartige Essenz", /*french*/"")});
|
||||
CustomMessage("a royal soul", /*german*/"eine royale Seele", /*french*/"une âme royale"),
|
||||
CustomMessage("some reptile essence", /*german*/"etwas reptilienartige Essenz", /*french*/"une essence de reptile")});
|
||||
|
||||
hintTextTable[RHT_BARINADE_SOUL] = HintText(CustomMessage("the soul of Barinade", /*german*/"die Seele Barinades", /*french*/""),
|
||||
hintTextTable[RHT_BARINADE_SOUL] = HintText(CustomMessage("the soul of Barinade", /*german*/"die Seele Barinades", /*french*/"l'Âme de Barinade"),
|
||||
{
|
||||
CustomMessage("something fishy", /*german*/"etwas Fischiges", /*french*/"")
|
||||
CustomMessage("something fishy", /*german*/"etwas Fischiges", /*french*/"un truc gluant")
|
||||
}, {
|
||||
CustomMessage("an infectuous soul", /*german*/"eine infektiöse Seele", /*french*/""),
|
||||
CustomMessage("some parasitic essence", /*german*/"etwas parasitäre Essenz", /*french*/"")});
|
||||
CustomMessage("an infectuous soul", /*german*/"eine infektiöse Seele", /*french*/"une âme infectieuse"),
|
||||
CustomMessage("some parasitic essence", /*german*/"etwas parasitäre Essenz", /*french*/"une essence parasitique")});
|
||||
|
||||
hintTextTable[RHT_PHANTOM_GANON_SOUL] = HintText(CustomMessage("the soul of Phantom Ganon", /*german*/"die Seele Phantom-Ganons", /*french*/""),
|
||||
hintTextTable[RHT_PHANTOM_GANON_SOUL] = HintText(CustomMessage("the soul of Phantom Ganon", /*german*/"die Seele Phantom-Ganons", /*french*/"l'Âme de Ganon Spectral"),
|
||||
{
|
||||
CustomMessage("something spectral", /*german*/"etwas Spektrales", /*french*/"")
|
||||
CustomMessage("something spectral", /*german*/"etwas Spektrales", /*french*/"un truc spectral")
|
||||
}, {
|
||||
CustomMessage("a duplicate soul", /*german*/"eine duplizierte Seele", /*french*/""),
|
||||
CustomMessage("a duplicate soul", /*german*/"eine duplizierte Seele", /*french*/"une âme clonée"),
|
||||
|
||||
CustomMessage("some illusionary essence", /*german*/"etwas illusionäre Essenz", /*french*/"")});
|
||||
CustomMessage("some illusionary essence", /*german*/"etwas illusionäre Essenz", /*french*/"une essence illusoire")});
|
||||
|
||||
hintTextTable[RHT_VOLVAGIA_SOUL] = HintText(CustomMessage("the soul of Volvagia", /*german*/"die Seele Volvagias", /*french*/""),
|
||||
hintTextTable[RHT_VOLVAGIA_SOUL] = HintText(CustomMessage("the soul of Volvagia", /*german*/"die Seele Volvagias", /*french*/"l'Âme de Volcania"),
|
||||
{
|
||||
CustomMessage("something hot", /*german*/"etwas Heißes", /*french*/"")
|
||||
CustomMessage("something hot", /*german*/"etwas Heißes", /*french*/"quelque chose de très chaud")
|
||||
}, {
|
||||
CustomMessage("a draconic soul", /*german*/"eine drakonische Seele", /*french*/""),
|
||||
CustomMessage("some magmatic essence", /*german*/"etwas magmatische Essenz", /*french*/"")});
|
||||
CustomMessage("a draconic soul", /*german*/"eine drakonische Seele", /*french*/"une essence draconique"),
|
||||
CustomMessage("some magmatic essence", /*german*/"etwas magmatische Essenz", /*french*/"une essence magmatique")});
|
||||
|
||||
hintTextTable[RHT_MORPHA_SOUL] = HintText(CustomMessage("the soul of Morpha", /*german*/"die Seele Morphas", /*french*/""),
|
||||
hintTextTable[RHT_MORPHA_SOUL] = HintText(CustomMessage("the soul of Morpha", /*german*/"die Seele Morphas", /*french*/"l'Âme de Morpha"),
|
||||
{
|
||||
CustomMessage("something wet", /*german*/"etwas Nasses", /*french*/"")
|
||||
CustomMessage("something wet", /*german*/"etwas Nasses", /*french*/"un truc mouillé")
|
||||
}, {
|
||||
CustomMessage("an aquatic soul", /*german*/"eine aquatische Seele", /*french*/""),
|
||||
CustomMessage("some liquid essence", /*german*/"etwas flüssige Essenz", /*french*/"")});
|
||||
CustomMessage("an aquatic soul", /*german*/"eine aquatische Seele", /*french*/"une âme aquatique"),
|
||||
CustomMessage("some liquid essence", /*german*/"etwas flüssige Essenz", /*french*/"une essence liquide")});
|
||||
|
||||
hintTextTable[RHT_BONGO_BONGO_SOUL] = HintText(CustomMessage("the soul of Bongo Bongo", /*german*/"die Seele Bongo Bongos", /*french*/""),
|
||||
hintTextTable[RHT_BONGO_BONGO_SOUL] = HintText(CustomMessage("the soul of Bongo Bongo", /*german*/"die Seele Bongo Bongos", /*french*/"l'Âme de Bongo Bongo"),
|
||||
{
|
||||
CustomMessage("something dark", /*german*/"etwas Dunkles", /*french*/"")
|
||||
CustomMessage("something dark", /*german*/"etwas Dunkles", /*french*/"quelque chose de sombre")
|
||||
}, {
|
||||
CustomMessage("a shadowy soul", /*german*/"eine schattige Seele", /*french*/""),
|
||||
CustomMessage("some handy essence", /*german*/"etwas praktische Essenz", /*french*/"")});
|
||||
CustomMessage("a shadowy soul", /*german*/"eine schattige Seele", /*french*/"une âme ténébreuse"),
|
||||
CustomMessage("some handy essence", /*german*/"etwas praktische Essenz", /*french*/"l'âme du tape m'en cinq")});
|
||||
|
||||
hintTextTable[RHT_TWINROVA_SOUL] = HintText(CustomMessage("the soul of Twinrova", /*german*/"die Seele Twinrovas", /*french*/""),
|
||||
hintTextTable[RHT_TWINROVA_SOUL] = HintText(CustomMessage("the soul of Twinrova", /*german*/"die Seele Twinrovas", /*french*/"l'Âme du Duo Maléfique"),
|
||||
{
|
||||
CustomMessage("something spiritual", /*german*/"etwas Spirituelles", /*french*/"")
|
||||
CustomMessage("something spiritual", /*german*/"etwas Spirituelles", /*french*/"un truc spirituel")
|
||||
}, {
|
||||
CustomMessage("old souls", /*german*/"alte Seelen", /*french*/""),
|
||||
CustomMessage("twin essences", /*german*/"Zwillingsessenzen", /*french*/"")});
|
||||
CustomMessage("old souls", /*german*/"alte Seelen", /*french*/"deux vieilles âmes"),
|
||||
CustomMessage("twin essences", /*german*/"Zwillingsessenzen", /*french*/"des essences jumelles")});
|
||||
|
||||
hintTextTable[RHT_GANON_SOUL] = HintText(CustomMessage("the soul of Ganon", /*german*/"die Seele Ganons", /*french*/""),
|
||||
hintTextTable[RHT_GANON_SOUL] = HintText(CustomMessage("the soul of Ganon", /*german*/"die Seele Ganons", /*french*/"l'Âme de Ganon"),
|
||||
{
|
||||
CustomMessage("something strong", /*german*/"etwas Starkes", /*french*/"")
|
||||
CustomMessage("something strong", /*german*/"etwas Starkes", /*french*/"un truc de fort")
|
||||
}, {
|
||||
CustomMessage("an evil soul", /*german*/"eine böse Seele", /*french*/""),
|
||||
CustomMessage("some powerful essence", /*german*/"etwas mächtige Essenz", /*french*/"")});
|
||||
CustomMessage("an evil soul", /*german*/"eine böse Seele", /*french*/"une âme maléfique"),
|
||||
CustomMessage("some powerful essence", /*german*/"etwas mächtige Essenz", /*french*/"une essence incroyablement puissante")});
|
||||
|
||||
hintTextTable[RHT_OCARINA_A_BUTTON] = HintText(CustomMessage("an Ocarina A Button", /*german*/"eine Okarina A Taste", /*french*/"la Touche A de l'Ocarina"),
|
||||
// /*spanish*/un botón A de Ocarina
|
||||
|
@ -2098,53 +2098,22 @@ void StaticData::HintTable_Init_Item() {
|
|||
{ CustomMessage("a master unlocker", /*german*/ "ein Meisterentsperrer", /*french*/ "un Kit de Déverrouillage") });
|
||||
// /*spanish*/un desbloqueador maestro
|
||||
|
||||
hintTextTable[RHT_QUIVER_INF] = HintText(CustomMessage("an infinite Quiver", /*german*/"ein unendlicher Köcher", /*french*/"un Carquois Infini"),
|
||||
{
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||
}, {
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||
//RANDOTODO if these are ever used for anything other than name, they want abscure and ambiguous hints
|
||||
hintTextTable[RHT_QUIVER_INF] = HintText(CustomMessage("an infinite Quiver", /*german*/"ein unendlicher Köcher", /*french*/"un Carquois Infini"));
|
||||
|
||||
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*/"!!!")});
|
||||
hintTextTable[RHT_BOMB_BAG_INF] = HintText(CustomMessage("an infinite Bomb Bag", /*german*/"eine unendliche Bombentasche", /*french*/"un Sac de Bombe 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*/"!!!")});
|
||||
hintTextTable[RHT_BULLET_BAG_INF] = HintText(CustomMessage("an infinite Bullet Bag", /*german*/"eine unendliche Samentasche", /*french*/"un Sac de Graine sans fond"));
|
||||
|
||||
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*/"!!!")});
|
||||
hintTextTable[RHT_STICK_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Sticks", /*german*/"unendliche Deku-Stäbe", /*french*/"des Bâtons Mojo illimités"));
|
||||
|
||||
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*/"!!!")});
|
||||
hintTextTable[RHT_NUT_UPGRADE_INF] = HintText(CustomMessage("infinite Deku Nuts", /*german*/"unendliche Deku-Nüsse", /*french*/"des Noix Mojo illimitées"));
|
||||
|
||||
hintTextTable[RHT_MAGIC_INF] = HintText(CustomMessage("unlimited Magic", /*german*/"unendliche Magie", /*french*/"de la Magie infinie"),
|
||||
{
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||
}, {
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||
hintTextTable[RHT_MAGIC_INF] = HintText(CustomMessage("unlimited Magic", /*german*/"unendliche Magie", /*french*/"de la Magie infinie"));
|
||||
|
||||
hintTextTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("infinite Bombchus", /*german*/"unendliche Krabbelminen", /*french*/"des Missiles Teigneux illimités"),
|
||||
{
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||
}, {
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||
hintTextTable[RHT_BOMBCHU_INF] = HintText(CustomMessage("infinite Bombchus", /*german*/"unendliche Krabbelminen", /*french*/"des Missiles Teigneux illimités"));
|
||||
|
||||
hintTextTable[RHT_WALLET_INF] = HintText(CustomMessage("an infinite Wallet", /*german*/"eine unendliche Geldbörse", /*french*/"une Bourse sans fond"),
|
||||
{
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!"),
|
||||
}, {
|
||||
CustomMessage("", /*german*/"!!!", /*french*/"!!!")});
|
||||
hintTextTable[RHT_WALLET_INF] = HintText(CustomMessage("an infinite Wallet", /*german*/"eine unendliche Geldbörse", /*french*/"une Bourse sans fond"));
|
||||
|
||||
hintTextTable[RHT_EPONA] = HintText(CustomMessage("Epona", /*german*/"Epona", /*french*/"Epona"),
|
||||
// /*spanish*/a Epona
|
||||
|
|
|
@ -759,7 +759,7 @@ void InitTrickNames() {
|
|||
trickNameTable[RG_RECOVERY_HEART] = {
|
||||
Text{ "Love", "Bisou", "Te amo" },
|
||||
Text{ "Life", "Vie", "vida" },
|
||||
Text{ "HP", "VP", "VP" },
|
||||
Text{ "HP", "PV", "VP" },
|
||||
};
|
||||
trickNameTable[RG_GREEN_RUPEE] = {
|
||||
Text{ "False Greg", "Faux Greg", "Falso Greg" }, Text{ "One Ruby", "Un rubis", "Un rubí" },
|
||||
|
@ -779,15 +779,15 @@ void InitTrickNames() {
|
|||
Text{ "Rupee (20)", "Rubis (20)", "Peso hyliano" },
|
||||
};
|
||||
trickNameTable[RG_PURPLE_RUPEE] = {
|
||||
Text{ "Purpee", "pourbi", "morupiua" },
|
||||
Text{ "Fifty Rubies", "cinquante rubis", "Cincuenta rubíes" },
|
||||
Text{ "Purpee", "Pourbi", "morupiua" },
|
||||
Text{ "Fifty Rubies", "Cinquante rubis", "Cincuenta rubíes" },
|
||||
Text{ "Rupoor (50)", "Roupir (50)", "Rupobre (50)" },
|
||||
Text{ "Fifty Rupees", "Cinquante rubis", "Balboa hyliano" },
|
||||
Text{ "Rupee (50)", "Rubis (50)", "Peso hyliano" },
|
||||
};
|
||||
trickNameTable[RG_HUGE_RUPEE] = {
|
||||
Text{ "Hugo", "Or Rubi", "Oro Rubi" },
|
||||
Text{ "Two Hundred Rubies", "deux cents rubis", "Doscientos rubíes" },
|
||||
Text{ "Two Hundred Rubies", "Deux cents rubis", "Doscientos rubíes" },
|
||||
Text{ "Diamond", "Diamant", "Diamante" },
|
||||
Text{ "Huge Ruby", "Énorme rubis", "Rubi gigante" },
|
||||
Text{ "Two Hundred Rupees", "Deux cent rubis", "Euro hyliano" },
|
||||
|
@ -806,53 +806,54 @@ void InitTrickNames() {
|
|||
trickNameTable[RG_TRIFORCE_PIECE] = {
|
||||
Text{ "Piece of Cheese", "Morceau de Fromage", "Piece of Cheese" },
|
||||
Text{ "Triforce Shard", "Éclat de Triforce", "Triforce Shard" },
|
||||
Text{ "Shiny Rock", "Caiiloux Brillant", "Shiny Rock" },
|
||||
Text{ "Shiny Rock", "Caillou Brillant", "Shiny Rock" },
|
||||
};
|
||||
|
||||
// TODO_TRANSLATE
|
||||
trickNameTable[RG_GOHMA_SOUL] = {
|
||||
Text{ "Spider Sense", "", "" },
|
||||
Text{ "Deku Spirit", "", "" },
|
||||
Text{ "Ghost of Ghoma", "", "" },
|
||||
Text{ "Spider Sense", "Sens de l'Araignée", "" },
|
||||
Text{ "Deku Spirit", "Parasite Mojo", "" },
|
||||
Text{ "Ghost of Ghoma", "Fantôme de Gohma", "" },
|
||||
};
|
||||
trickNameTable[RG_KING_DODONGO_SOUL] = {
|
||||
Text{ "Lizard Soul", "", "" },
|
||||
Text{ "Regal Remains", "", "" },
|
||||
Text{ "Dodongo's Core", "", "" },
|
||||
Text{ "Lizard Soul", "Âme d'un Lézard", "" },
|
||||
Text{ "Regal Remains", "Restes Délicieux", "" },
|
||||
Text{ "Dodongo's Core", "Coeur de Dodongo", "" },
|
||||
};
|
||||
trickNameTable[RG_BARINADE_SOUL] = {
|
||||
Text{ "Parasitic Poltergeist", "", "" },
|
||||
Text{ "Jabu Insides", "", "" },
|
||||
Text{ "Barinade Bacteria", "", "" },
|
||||
Text{ "Parasitic Poltergeist", "Poltergeist Parasite", "" },
|
||||
Text{ "Jabu Insides", "Entrailles de Jabu-Jabu", "" },
|
||||
Text{ "Barinade Bacteria", "Bactérie de Barinade", "" },
|
||||
};
|
||||
trickNameTable[RG_PHANTOM_GANON_SOUL] = {
|
||||
Text{ "Bigger Poe", "", "" },
|
||||
Text{ "Sacred Forest Pine Tree", "", "" },
|
||||
Text{ "Ganon's Phantom", "", "" },
|
||||
Text{ "Bigger Poe", "Âme Gigantesque", "" },
|
||||
Text{ "Sacred Forest Pine Tree", "Grande Perche du Bosquet Sacré", "" },
|
||||
Text{ "Ganon's Phantom", "Fantôme de Ganon", "" },
|
||||
};
|
||||
trickNameTable[RG_VOLVAGIA_SOUL] = {
|
||||
Text{ "Dragon Roast", "", "" },
|
||||
Text{ "Hot n' Ready", "", "" },
|
||||
Text{ "Volvagia's Vitality", "", "" },
|
||||
Text{ "Dragon Roast", "Friture du Dragon", "" },
|
||||
Text{ "Hot n' Ready", "Sauce Barbecue", "" },
|
||||
Text{ "Volvagia's Vitality", "Vitalité de Volcania", "" },
|
||||
};
|
||||
trickNameTable[RG_MORPHA_SOUL] = {
|
||||
Text{ "Dihydrogen Monoxide", "", "" },
|
||||
Text{ "Morpha Molecules", "", "" },
|
||||
Text{ "Wet Stuff", "", "" },
|
||||
Text{ "Dihydrogen Monoxide", "Monoxyde de Dihydrogène", "" },
|
||||
Text{ "Morpha Molecules", "Molécule de Morpha", "" },
|
||||
Text{ "Wet Stuff", "Truc Mouillé", "" },
|
||||
};
|
||||
trickNameTable[RG_BONGO_BONGO_SOUL] = {
|
||||
Text{ "Shadow Soul", "", "" },
|
||||
Text{ "Dark Essence", "", "" },
|
||||
Text{ "Bongo Bongo's Bongo", "", "" },
|
||||
Text{ "Shadow Soul", "Âme de l'Ombre", "" },
|
||||
Text{ "Dark Essence", "Essence Sombre", "" },
|
||||
Text{ "Bongo Bongo's Bongo", "Bongo de Bongo Bongo", "" },
|
||||
};
|
||||
trickNameTable[RG_TWINROVA_SOUL] = {
|
||||
Text{ "Sandy Ashes", "", "" },
|
||||
Text{ "Spiritual Spirit", "", "" },
|
||||
Text{ "Twin Rovers", "", "" },
|
||||
Text{ "Sandy Ashes", "Cendres des Vieilles", "" },
|
||||
Text{ "Spiritual Spirit", "Esprit Spirituel", "" },
|
||||
Text{ "Twin Rovers", "Duo Angélique", "" },
|
||||
};
|
||||
trickNameTable[RG_GANON_SOUL] = {
|
||||
Text{ "Pure Evil", "", "" },
|
||||
Text{ "Ganon's Ghost", "", "" },
|
||||
Text{ "Pork", "", "" },
|
||||
Text{ "Pure Evil", "Mal Incarné", "" },
|
||||
Text{ "Ganon's Ghost", "Le Malin", "" },
|
||||
Text{ "Pork", "Porc", "" },
|
||||
};
|
||||
|
||||
trickNameTable[RG_FISHING_POLE] = {
|
||||
|
@ -862,31 +863,31 @@ void InitTrickNames() {
|
|||
};
|
||||
|
||||
trickNameTable[RG_OCARINA_A_BUTTON] = {
|
||||
Text{ "Ocarina J Button", "", "" },
|
||||
Text{ "Ocarina Ayy Button", "", "" },
|
||||
Text{ "Ocarina A Trigger", "", "" },
|
||||
Text{ "Ocarina J Button", "Touche Ha de l'Ocarina", "" },
|
||||
Text{ "Ocarina Ayy Button", "Touche Ah de l'Ocarina", "" },
|
||||
Text{ "Ocarina A Trigger", "Bumper A de l'Ocarina", "" },
|
||||
};
|
||||
trickNameTable[RG_OCARINA_C_UP_BUTTON] = {
|
||||
Text{ "Ocarina C North Button", "", "" },
|
||||
Text{ "Ocarina C App Button", "", "" },
|
||||
Text{ "Ocarina Sup Button", "", "" },
|
||||
Text{ "Ocarina C North Button", "Touche C Nord de l'Ocarina", "" },
|
||||
Text{ "Ocarina C App Button", "Touche C'est Haut de l'Ocarina", "" },
|
||||
Text{ "Ocarina Sup Button", "Touche O de l'Ocarina", "" },
|
||||
};
|
||||
trickNameTable[RG_OCARINA_C_DOWN_BUTTON] = {
|
||||
Text{ "Ocarina C South Button", "", "" },
|
||||
Text{ "Ocarina Z Down Button", "", "" },
|
||||
Text{ "Ocarina See Down Button", "", "" },
|
||||
Text{ "Ocarina C Dawn Button", "", "" },
|
||||
Text{ "Ocarina C South Button", "Touche C Sud de l'Ocarina", "" },
|
||||
Text{ "Ocarina Z Down Button", "Touche Z Bas de l'Ocarina", "" },
|
||||
Text{ "Ocarina See Down Button", "Touche C'est Bas de l'Ocarina", "" },
|
||||
Text{ "Ocarina C Dawn Button", "Touche Séba de l'Ocarina", "" },
|
||||
};
|
||||
trickNameTable[RG_OCARINA_C_LEFT_BUTTON] = {
|
||||
Text{ "Ocarina C West Button", "", "" },
|
||||
Text{ "Ocarina Sea Left Button", "", "" },
|
||||
Text{ "Ocarina C Lift Button", "", "" },
|
||||
Text{ "Ocarina Rewind Button", "", "" },
|
||||
Text{ "Ocarina C West Button", "Touche C Ouest de l'Ocarina", "" },
|
||||
Text{ "Ocarina Sea Left Button", "Touche Cégoche de L'Ocarina", "" },
|
||||
Text{ "Ocarina C Lift Button", "Touche C'est Gauche de l'Ocarina", "" },
|
||||
Text{ "Ocarina Rewind Button", "Touche Rembobiner de l'Ocarina", "" },
|
||||
};
|
||||
trickNameTable[RG_OCARINA_C_RIGHT_BUTTON] = {
|
||||
Text{ "Ocarina C East Button", "", "" },
|
||||
Text{ "Ocarina C Wright Button", "", "" },
|
||||
Text{ "Overworld C Right Button", "", "" },
|
||||
Text{ "Ocarina C East Button", "Touche C Est de l'Ocarina", "" },
|
||||
Text{ "Ocarina C Wright Button", "Touche C'est Droite de l'Ocarina", "" },
|
||||
Text{ "Overworld C Right Button", "Trou Droit de l'Ocarina", "" },
|
||||
};
|
||||
|
||||
/*
|
||||
|
|
|
@ -267,10 +267,10 @@ static void WriteAllLocations() {
|
|||
switch (gSaveContext.language) {
|
||||
case 0:
|
||||
default:
|
||||
placedItemName = location->GetPlacedItemName().english;
|
||||
placedItemName = location->GetPlacedItemName().GetEnglish();
|
||||
break;
|
||||
case 2:
|
||||
placedItemName = location->GetPlacedItemName().french;
|
||||
placedItemName = location->GetPlacedItemName().GetFrench();
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -303,18 +303,18 @@ static void WriteAllLocations() {
|
|||
["model"] = Rando::StaticData::RetrieveItem(
|
||||
ctx->overrides[location->GetRandomizerCheck()].LooksLike())
|
||||
.GetName()
|
||||
.english;
|
||||
.GetEnglish();
|
||||
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
|
||||
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().english;
|
||||
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetEnglish();
|
||||
break;
|
||||
case 2:
|
||||
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
|
||||
["model"] = Rando::StaticData::RetrieveItem(
|
||||
ctx->overrides[location->GetRandomizerCheck()].LooksLike())
|
||||
.GetName()
|
||||
.french;
|
||||
.GetFrench();
|
||||
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
|
||||
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().french;
|
||||
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetFrench();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -172,53 +172,53 @@ void Rando::StaticData::InitItemTable() {
|
|||
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].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", "Clé de la Maison des Gardes", "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_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", "Clé du Bazar de la Place du Marché", "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].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_MARKET_POTION_SHOP_KEY] = Item(RG_MARKET_POTION_SHOP_KEY, Text{ "Market Potion Shop Key", "", "Schlüssel für den Magie-Laden des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MARKET_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_MARKET_POTION_SHOP_KEY] = Item(RG_MARKET_POTION_SHOP_KEY, Text{ "Market Potion Shop Key", "Clé du Magasin de Potions de la Place du Marché", "Schlüssel für den Magie-Laden des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MARKET_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_MARKET_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_MASK_SHOP_KEY] = Item(RG_MASK_SHOP_KEY, Text{ "Mask Shop Key", "", "Schlüssel für den Maskenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MASK_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MASK_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_MASK_SHOP_KEY] = Item(RG_MASK_SHOP_KEY, Text{ "Mask Shop Key", "Clé de la Foire aux Masques", "Schlüssel für den Maskenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MASK_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MASK_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_MASK_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY] = Item(RG_MARKET_SHOOTING_GALLERY_KEY, Text{ "Market Shooting Gallery Key", "", "Schlüssel für die Schießbude des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_MARKET_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY] = Item(RG_MARKET_SHOOTING_GALLERY_KEY, Text{ "Market Shooting Gallery Key", "Clé du Stand de Tir de la Place du Marché", "Schlüssel für die Schießbude des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_MARKET_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_BOMBCHU_BOWLING_KEY] = Item(RG_BOMBCHU_BOWLING_KEY, Text{ "Bombchu Bowling Alley Key", "", "Schlüssel für die Minenbowlingbahn" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_BOWLING_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_BOWLING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_BOMBCHU_BOWLING_KEY] = Item(RG_BOMBCHU_BOWLING_KEY, Text{ "Bombchu Bowling Alley Key", "Clé du Bowling Teigneux", "Schlüssel für die Minenbowlingbahn" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_BOWLING_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_BOWLING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_BOMBCHU_BOWLING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY] = Item(RG_TREASURE_CHEST_GAME_BUILDING_KEY, Text{ "Treasure Chest Game Building Key", "", "Schlüssel für das Haus des Schatzkisten-Pokers" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,RHT_OVERWORLD_KEY, RG_TREASURE_CHEST_GAME_BUILDING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY] = Item(RG_TREASURE_CHEST_GAME_BUILDING_KEY, Text{ "Treasure Chest Game Building Key", "Clé de la Chasse au Trésor", "Schlüssel für das Haus des Schatzkisten-Pokers" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,RHT_OVERWORLD_KEY, RG_TREASURE_CHEST_GAME_BUILDING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_BOMBCHU_SHOP_KEY] = Item(RG_BOMBCHU_SHOP_KEY, Text{ "Bombchu Shop Key", "", "Schlüssel für den Krabbelminenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_SHOP_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_BOMBCHU_SHOP_KEY] = Item(RG_BOMBCHU_SHOP_KEY, Text{ "Bombchu Shop Key", "Clé du Magasin de Missiles", "Schlüssel für den Krabbelminenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_SHOP_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
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", "Clé de la Maison de Kiki", "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_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] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "Clé de la Maison de la Ruelle", "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_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", "Clé du Bazar de Cocorico", "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_POTION_SHOP_KEY] = Item(RG_KAK_POTION_SHOP_KEY, Text{ "Kakariko Potion Shop Key", "", "Schlüssel für den Magie-Laden von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_KAK_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_KAK_POTION_SHOP_KEY] = Item(RG_KAK_POTION_SHOP_KEY, Text{ "Kakariko Potion Shop Key", "Clé du Magasin de Potions de Cocorico", "Schlüssel für den Magie-Laden von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_KAK_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_KAK_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_BOSS_HOUSE_KEY] = Item(RG_BOSS_HOUSE_KEY, Text{ "Boss's House Key", "", "Schlüssel für das Haus des Chefs" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOSS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_BOSS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_BOSS_HOUSE_KEY] = Item(RG_BOSS_HOUSE_KEY, Text{ "Boss's House Key", "Clé de la Maison du Chef des Ouvriers", "Schlüssel für das Haus des Chefs" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOSS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_BOSS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_BOSS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_GRANNYS_POTION_SHOP_KEY] = Item(RG_GRANNYS_POTION_SHOP_KEY, Text{ "Granny's Potion Shop Key", "", "Schlüssel für Asas Hexenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GRANNYS_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_GRANNYS_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_GRANNYS_POTION_SHOP_KEY] = Item(RG_GRANNYS_POTION_SHOP_KEY, Text{ "Granny's Potion Shop Key", "Clé de l'Apothicaire", "Schlüssel für Asas Hexenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GRANNYS_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_GRANNYS_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_GRANNYS_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_SKULLTULA_HOUSE_KEY] = Item(RG_SKULLTULA_HOUSE_KEY, Text{ "Skulltula House Key", "", "Schlüssel für das Skulltula-Haus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_SKULLTULA_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_SKULLTULA_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_SKULLTULA_HOUSE_KEY] = Item(RG_SKULLTULA_HOUSE_KEY, Text{ "Skulltula House Key", "Clé de la Maison des Araignées", "Schlüssel für das Skulltula-Haus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_SKULLTULA_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_SKULLTULA_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_SKULLTULA_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_IMPAS_HOUSE_KEY] = Item(RG_IMPAS_HOUSE_KEY, Text{ "Impa's House Key", "", "Schlüssel für das Haus von Impa" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_IMPAS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_IMPAS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_IMPAS_HOUSE_KEY] = Item(RG_IMPAS_HOUSE_KEY, Text{ "Impa's House Key", "Clé de la Maison d'Impa", "Schlüssel für das Haus von Impa" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_IMPAS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_IMPAS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_IMPAS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_WINDMILL_KEY] = Item(RG_WINDMILL_KEY, Text{ "Windmill Key", "", "Schlüssel für die Windmühle" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_WINDMILL_KEY, RHT_OVERWORLD_KEY, RG_WINDMILL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_WINDMILL_KEY] = Item(RG_WINDMILL_KEY, Text{ "Windmill Key", "Clé du Moulin", "Schlüssel für die Windmühle" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_WINDMILL_KEY, RHT_OVERWORLD_KEY, RG_WINDMILL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_WINDMILL_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_KAK_SHOOTING_GALLERY_KEY] = Item(RG_KAK_SHOOTING_GALLERY_KEY, Text{ "Kakariko Shooting Gallery Key", "", "Schlüssel für die Schießbude von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_KAK_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_KAK_SHOOTING_GALLERY_KEY] = Item(RG_KAK_SHOOTING_GALLERY_KEY, Text{ "Kakariko Shooting Gallery Key", "Clé du Stand de Tir de Cocorico", "Schlüssel für die Schießbude von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_KAK_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_KAK_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_DAMPES_HUT_KEY] = Item(RG_DAMPES_HUT_KEY, Text{ "Dampe's Hut Key", "", "Schlüssel für die Hütte von Boris" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_DAMPES_HUT_KEY, RHT_OVERWORLD_KEY, RG_DAMPES_HUT_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_DAMPES_HUT_KEY] = Item(RG_DAMPES_HUT_KEY, Text{ "Dampe's Hut Key", "Clé de la Cabane d'Igor", "Schlüssel für die Hütte von Boris" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_DAMPES_HUT_KEY, RHT_OVERWORLD_KEY, RG_DAMPES_HUT_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_DAMPES_HUT_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_TALONS_HOUSE_KEY] = Item(RG_TALONS_HOUSE_KEY, Text{ "Talon's House Key", "", "Schlüssel für das Haus von Talon" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TALONS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_TALONS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_TALONS_HOUSE_KEY] = Item(RG_TALONS_HOUSE_KEY, Text{ "Talon's House Key", "Clé de la Maison de Talon", "Schlüssel für das Haus von Talon" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TALONS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_TALONS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_TALONS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_STABLES_KEY] = Item(RG_STABLES_KEY, Text{ "Stables Key", "", "Schlüssel für die Ställe" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_STABLES_KEY, RHT_OVERWORLD_KEY, RG_STABLES_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_STABLES_KEY] = Item(RG_STABLES_KEY, Text{ "Stables Key", "Clé des Écuries", "Schlüssel für die Ställe" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_STABLES_KEY, RHT_OVERWORLD_KEY, RG_STABLES_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_STABLES_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_BACK_TOWER_KEY] = Item(RG_BACK_TOWER_KEY, Text{ "Back Tower Key", "", "Schlüssel für den hinteren Turm" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BACK_TOWER_KEY, RHT_OVERWORLD_KEY, RG_BACK_TOWER_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_BACK_TOWER_KEY] = Item(RG_BACK_TOWER_KEY, Text{ "Back Tower Key", "Clé du Silo", "Schlüssel für den hinteren Turm" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BACK_TOWER_KEY, RHT_OVERWORLD_KEY, RG_BACK_TOWER_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_BACK_TOWER_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_HYLIA_LAB_KEY] = Item(RG_HYLIA_LAB_KEY, Text{ "Hylia Laboratory Key", "", "Schlüssel für das Hylia-Labor" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_HYLIA_LAB_KEY, RHT_OVERWORLD_KEY, RG_HYLIA_LAB_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_HYLIA_LAB_KEY] = Item(RG_HYLIA_LAB_KEY, Text{ "Hylia Laboratory Key", "Clé du Laboratoire du Lac Hylia", "Schlüssel für das Hylia-Labor" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_HYLIA_LAB_KEY, RHT_OVERWORLD_KEY, RG_HYLIA_LAB_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_HYLIA_LAB_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
itemTable[RG_FISHING_HOLE_KEY] = Item(RG_FISHING_HOLE_KEY, Text{ "Fishing Hole Key", "", "Schlüssel für den Fischweiher" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_FISHING_HOLE_KEY, RHT_OVERWORLD_KEY, RG_FISHING_HOLE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_FISHING_HOLE_KEY] = Item(RG_FISHING_HOLE_KEY, Text{ "Fishing Hole Key", "Clé de l'Étang", "Schlüssel für den Fischweiher" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_FISHING_HOLE_KEY, RHT_OVERWORLD_KEY, RG_FISHING_HOLE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
itemTable[RG_FISHING_HOLE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
|
||||
// Key Rings
|
||||
itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Schlüsselbund für den Waldtempel" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
|
||||
|
|
|
@ -2244,7 +2244,7 @@ const std::vector<uint8_t>& GetDungeonSmallKeyDoors(SceneID sceneId) {
|
|||
return dungeonSmallKeyDoors[key];
|
||||
}
|
||||
|
||||
int8_t GetUsedSmallKeyCount(SceneID sceneId) {
|
||||
int8_t Logic::GetUsedSmallKeyCount(SceneID sceneId) {
|
||||
const auto& smallKeyDoors = GetDungeonSmallKeyDoors(sceneId);
|
||||
|
||||
// Get the swch value for the scene
|
||||
|
@ -2252,7 +2252,7 @@ int8_t GetUsedSmallKeyCount(SceneID sceneId) {
|
|||
if (gPlayState != nullptr && gPlayState->sceneNum == sceneId) {
|
||||
swch = gPlayState->actorCtx.flags.swch;
|
||||
} else {
|
||||
swch = gSaveContext.sceneFlags[sceneId].swch;
|
||||
swch = mSaveContext->sceneFlags[sceneId].swch;
|
||||
}
|
||||
|
||||
// Count the number of small keys doors unlocked
|
||||
|
|
|
@ -267,6 +267,7 @@ class Logic {
|
|||
bool CheckEquipment(uint32_t item);
|
||||
bool CheckQuestItem(uint32_t item);
|
||||
void SetQuestItem(uint32_t item, bool state);
|
||||
int8_t GetUsedSmallKeyCount(SceneID sceneId);
|
||||
uint8_t GetSmallKeyCount(uint32_t dungeonIndex);
|
||||
void SetSmallKeyCount(uint32_t dungeonIndex, uint8_t count);
|
||||
bool CheckDungeonItem(uint32_t item, uint32_t dungeonIndex);
|
||||
|
|
|
@ -488,11 +488,10 @@ void Randomizer::LoadMerchantMessages() {
|
|||
// prompted buy/don't buy
|
||||
CustomMessageManager::Instance->CreateMessage(
|
||||
Randomizer::merchantMessageTableID, TEXT_SHOP_ITEM_RANDOM,
|
||||
CustomMessage(
|
||||
"\x08#[[1]]# #[[2]]_Rupees#&Special deal! #ONE LEFT#!&Get it while it lasts!\x0A\x02",
|
||||
"\x08#[[1]]# #[[2]]_Rubine#&Sonderangebot! #NUR NOCH EINES VERFÜGBAR#!&Beeilen Sie sich!\x0A\x02",
|
||||
"\x08#[[1]]# #[[2]]_Rubis#&Offre spéciale! #DERNIER EN STOCK#!&Faites vite!\x0A\x02",
|
||||
{ QM_GREEN, QM_YELLOW, QM_RED }));
|
||||
CustomMessage("\x08#[[1]]# #[[2]]_Rupees#&Special deal! #ONE LEFT#!&Get it while it lasts!\x0A\x02",
|
||||
"\x08#[[1]]# #[[2]]_Rubine#&#NUR NOCH EINES VERFÜGBAR#!&Beeilen Sie sich!\x0A\x02",
|
||||
"\x08#[[1]]# #[[2]]_Rubis#&#DERNIER EN STOCK#!&Faites vite!\x0A\x02",
|
||||
{ QM_GREEN, QM_YELLOW, QM_RED }));
|
||||
|
||||
CustomMessageManager::Instance->CreateMessage(
|
||||
Randomizer::merchantMessageTableID, TEXT_SHOP_ITEM_RANDOM_CONFIRM,
|
||||
|
@ -5255,7 +5254,7 @@ void Randomizer::CreateCustomMessages() {
|
|||
"Vous obtenez la %rClé %wdu %gBazar&de la Place du Marché%w!"),
|
||||
GIMESSAGE(RG_MARKET_POTION_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to the&%gMarket Potion Shop%w!",
|
||||
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMagie-Laden des Marktes%w!",
|
||||
"Vous obtenez la %rClé %wde la&%gPlace du Marché%w!"),
|
||||
"Vous obtenez la %rClé %wdu&%gMagasin de Potions de la&Place du Marché%w!"),
|
||||
GIMESSAGE(RG_MASK_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to the&%gMask Shop%w!",
|
||||
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMaskenladen%w!",
|
||||
"Vous obtenez la %rClé %wde la&%gFoire aux Masques%w!"),
|
||||
|
@ -5287,7 +5286,7 @@ void Randomizer::CreateCustomMessages() {
|
|||
"Vous obtenez la %rClé %wdu %gMagasin de&Potions de Cocorico%w!"),
|
||||
GIMESSAGE(RG_BOSS_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to the&%gBoss's House%w!",
|
||||
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus des Chefs%w!",
|
||||
"Vous obtenez la %rClé %wde la %gMaison&du chef des ouvriers%w!"),
|
||||
"Vous obtenez la %rClé %wde la %gMaison&du Chef des Ouvriers%w!"),
|
||||
GIMESSAGE(RG_GRANNYS_POTION_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to&%gGranny's Potion Shop%w!",
|
||||
"Du erhältst einen %rkleinen&Schlüssel%w für %gAsas Hexenladen%w!",
|
||||
"Vous obtenez la %rClé %wde&l'%gApothicaire%w!"),
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue