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fix boss clear logic and add bongo logic trick (#2677)
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@ -244,7 +244,8 @@ void AreaTable_Init_JabuJabusBelly() {
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Area("Jabu Jabus Belly Boss Room", "Jabu Jabus Belly", NONE, NO_DAY_NIGHT_CYCLE,
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{
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// Events
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EventAccess(&JabuJabusBellyClear, { [] { return JabuJabusBellyClear || CanUse(BOOMERANG); } }),
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EventAccess(&JabuJabusBellyClear,
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{ [] { return JabuJabusBellyClear || (CanUse(BOOMERANG) && CanJumpslash); } }),
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},
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{
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// Locations
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@ -193,24 +193,25 @@ void AreaTable_Init_ShadowTemple() {
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Entrance(SHADOW_TEMPLE_BOSS_ROOM, { [] { return true; } }),
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});
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areaTable[SHADOW_TEMPLE_BOSS_ROOM] =
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Area("Shadow Temple Boss Room", "Shadow Temple", NONE, NO_DAY_NIGHT_CYCLE,
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{
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// Events
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EventAccess(&ShadowTempleClear, { [] {
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return ShadowTempleClear ||
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((CanUse(LENS_OF_TRUTH) || ((Dungeon::ShadowTemple.IsVanilla() && LogicLensShadowBack) ||
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(Dungeon::ShadowTemple.IsMQ() && LogicLensShadowMQBack))) &&
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(CanUse(KOKIRI_SWORD) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD)));
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} }),
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},
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{
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// Locations
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LocationAccess(SHADOW_TEMPLE_BONGO_BONGO_HEART, { [] { return ShadowTempleClear; } }),
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LocationAccess(BONGO_BONGO, { [] { return ShadowTempleClear; } }),
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},
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{
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// Exits
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Entrance(SHADOW_TEMPLE_BOSS_ENTRYWAY, { [] { return false; } }),
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});
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areaTable[SHADOW_TEMPLE_BOSS_ROOM] = Area(
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"Shadow Temple Boss Room", "Shadow Temple", NONE, NO_DAY_NIGHT_CYCLE,
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{
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// Events
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EventAccess(&ShadowTempleClear, { [] {
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return ShadowTempleClear ||
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((CanUse(LENS_OF_TRUTH) || ((Dungeon::ShadowTemple.IsVanilla() && LogicLensShadowBack) ||
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(Dungeon::ShadowTemple.IsMQ() && LogicLensShadowMQBack))) &&
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(CanUse(KOKIRI_SWORD) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD) || LogicShadowBongo) &&
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(CanUse(HOOKSHOT) || CanUse(BOW) || CanUse(SLINGSHOT)));
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} }),
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},
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{
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// Locations
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LocationAccess(SHADOW_TEMPLE_BONGO_BONGO_HEART, { [] { return ShadowTempleClear; } }),
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LocationAccess(BONGO_BONGO, { [] { return ShadowTempleClear; } }),
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},
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{
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// Exits
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Entrance(SHADOW_TEMPLE_BOSS_ENTRYWAY, { [] { return false; } }),
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});
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}
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@ -1435,6 +1435,12 @@ string_view LogicShadowStatueDesc = "Difficulty: Novice\n"
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"By sending a Bombchu around the edge of the gorge,"
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"you can knock down the statue without needing a\n"//
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"Bow. Applies in both vanilla and MQ Shadow."; //
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string_view LogicShadowBongoDesc = "Difficulty Expert\n" //
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"Using precise sword slashes, Bongo Bongo can be\n"//
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"defeated without using projectiles.\n" //
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"This trick is much more difficult when done with\n"
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"Kokiri Sword vs Master Sword or Biggorron Sword.\n"
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"Useful for Boss Entrance Randomizer."; //
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string_view LogicChildDeadhandDesc = "Difficulty: Novice\n" //
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"Requires 9 sticks or 5 jump slashes."; //
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string_view LogicGtgWithoutHookshotDesc = "Difficulty: Expert\n" //
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@ -431,6 +431,7 @@ extern string_view LogicShadowFireArrowEntryDesc;
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extern string_view LogicShadowUmbrellaDesc;
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extern string_view LogicShadowFreestandingKeyDesc;
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extern string_view LogicShadowStatueDesc;
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extern string_view LogicShadowBongoDesc;
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extern string_view LogicChildDeadhandDesc;
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extern string_view LogicGtgWithoutHookshotDesc;
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extern string_view LogicGtgFakeWallDesc;
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@ -726,6 +726,7 @@ namespace Settings {
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Option LogicShadowUmbrella = LogicTrick(" ShT Stone Umbrella\n w/ Hover Boots", LogicShadowUmbrellaDesc);
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Option LogicShadowFreestandingKey = LogicTrick(" ShT Skull Vase Key\n w/ Bombchu", LogicShadowFreestandingKeyDesc);
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Option LogicShadowStatue = LogicTrick(" ShT River Statue\n w/ Bombchu", LogicShadowStatueDesc);
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Option LogicShadowBongo = LogicTrick("ShT Bongo\n w/o Projectiles", LogicShadowBongoDesc);
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Option LogicChildDeadhand = LogicTrick(" BotW Deadhand\n w/o Sword", LogicChildDeadhandDesc);
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Option LogicGtgWithoutHookshot = LogicTrick(" GTG West Silver Rupee\n w/o Hookshot", LogicGtgWithoutHookshotDesc);
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Option LogicGtgFakeWall = LogicTrick(" GTG Invisible Wall\n w/ Hover Boots", LogicGtgFakeWallDesc);
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@ -816,6 +817,7 @@ namespace Settings {
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&LogicShadowUmbrella,
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&LogicShadowFreestandingKey,
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&LogicShadowStatue,
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&LogicShadowBongo,
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&LogicChildDeadhand,
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&LogicGtgWithoutHookshot,
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&LogicGtgFakeWall,
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@ -2287,6 +2289,7 @@ namespace Settings {
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LogicSpiritSunChest.SetSelectedIndex(1);
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//LogicShadowFireArrowEntry.SetSelectedIndex(1);
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LogicShadowUmbrella.SetSelectedIndex(1);
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LogicShadowBongo.SetSelectedIndex(1);
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LogicGtgWithoutHookshot.SetSelectedIndex(1);
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}
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}
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@ -1186,6 +1186,7 @@ void UpdateSettings(std::unordered_map<RandomizerSettingKey, uint8_t> cvarSettin
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extern Option LogicShadowUmbrella;
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extern Option LogicShadowFreestandingKey;
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extern Option LogicShadowStatue;
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extern Option LogicShadowBongo;
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extern Option LogicChildDeadhand;
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extern Option LogicGtgWithoutHookshot;
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extern Option LogicGtgFakeWall;
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