Frenchsanity (translations) (#4817)

* Most of french rando message

* Should be all

* Plural

* Better wording

* forgot one

* Update soh/soh/Enhancements/randomizer/3drando/hint_list/hint_list_exclude_dungeon.cpp

Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>

* Update soh/soh/Enhancements/randomizer/3drando/hint_list/hint_list_exclude_dungeon.cpp

Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>

* Missing ones

---------

Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
This commit is contained in:
PurpleHato 2025-01-08 05:58:52 +01:00 committed by GitHub
parent ad596387c6
commit 5d6f20bf55
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4 changed files with 325 additions and 221 deletions

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@ -9,7 +9,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
---------------------------*/
hintTextTable[RHT_DEKU_TREE_MAP_CHEST] = HintText(CustomMessage("They say that in the #center of the Deku Tree# lies #[[1]]#.",
/*german*/ "Man erzählt sich, daß im #Zentrum des Deku-Baums# #[[1]]# läge.",
/*french*/ "Selon moi, #le coeur de l'Arbre Mojo# recèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #le centre de l'Arbre Mojo# recèle #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, al #centro del Gran Árbol Deku# yace #[[1]]#.
hintTextTable[RHT_DEKU_TREE_SLINGSHOT_CHEST] = HintText(CustomMessage("They say that the #treasure guarded by a scrub# in the Deku Tree is #[[1]]#.",
@ -39,7 +39,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
hintTextTable[RHT_DEKU_TREE_MQ_MAP_CHEST] = HintText(CustomMessage("They say that in the #center of the Deku Tree# lies #[[1]]#.",
/*german*/ "Man erzählt sich, daß im #Zentrum des Deku-Baums# #[[1]]# läge.",
/*french*/ "Selon moi, #le coeur de l'Arbre Mojo# recèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #le centre de l'Arbre Mojo# recèle #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, al #centro del Gran Árbol Deku# yace #[[1]]#.
hintTextTable[RHT_DEKU_TREE_MQ_COMPASS_CHEST] = HintText(CustomMessage("They say that a #treasure guarded by a large spider# in the Deku Tree is #[[1]]#.",
@ -79,7 +79,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
hintTextTable[RHT_DEKU_TREE_GS_BASEMENT_BACK_ROOM] = HintText(CustomMessage("They say that a #spider deep within the Deku Tree# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß eine #Spinne tief innerhalb des Deku-Baums# #[[1]]# verstecke.",
/*french*/ "Selon moi, une #Skulltula au coeur de l'Arbre Mojo# a #[[1]]#.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #Skulltula au centre de l'Arbre Mojo# a #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #Skulltula en las profundidades del Árbol Deku# otorga #[[1]]#.
hintTextTable[RHT_DEKU_TREE_GS_BASEMENT_GATE] = HintText(CustomMessage("They say that a #web protects a spider# within the Deku Tree holding #[[1]]#.",
@ -109,7 +109,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
hintTextTable[RHT_DEKU_TREE_MQ_GS_BASEMENT_BACK_ROOM] = HintText(CustomMessage("They say that a #spider deep within the Deku Tree# hides #[[1]]#.",
/*german*/ "Man erzählt sich, daß eine #Spinne tief innerhalb des Deku-Baums# #[[1]]# verstecke.",
/*french*/ "Selon moi, une #Skulltula au coeur de l'Arbre Mojo# a #[[1]]#.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #Skulltula au centre de l'Arbre Mojo# a #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #Skulltula en las profundidades del Árbol Deku# otorga #[[1]]#.
hintTextTable[RHT_DEKU_TREE_MQ_DEKU_SCRUB] = HintText(CustomMessage("They say that a #scrub in the Deku Tree# sells #[[1]]#.",
@ -119,7 +119,7 @@ void StaticData::HintTable_Init_Exclude_Dungeon() {
hintTextTable[RHT_DEKU_TREE_HEART] = HintText(CustomMessage("They say that a #heart in the Deku Tree# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #coeur dans l'Arbre Mojo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| DODONGOS CAVERN |
@ -281,19 +281,19 @@ hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("The
hintTextTable[RHT_POT_DODONGOS_CAVERN] = HintText(CustomMessage("They say that a #pot in Dodongo's Cavern# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans la Caverne Dodongo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DODONGOS_CAVERN_HEART] = HintText(CustomMessage("They say that a #heart in Dodongo's Cavern# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #coeur# dans la Caverne Dodongo# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY] = HintText(CustomMessage("They say that #playing a tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #jouer un air pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DODONGOS_CAVERN_GOSSIP_STONE_FAIRY_BIG] = HintText(CustomMessage("They say that #playing a stormy tune for an odd stone in Dodongo's Cavern# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #jouer un air orageux pour une pierre étrange dans la Caverne Dodongo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
@ -445,16 +445,16 @@ hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("The
hintTextTable[RHT_POT_JABU_JABUS_BELLY] = HintText(CustomMessage("They say that a #pot in Jabu Jabu's Belly# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Ventre de Jabu-Jabu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_JABU_JABU_RUPEE] = HintText(CustomMessage("They say that #underwater in Jabu-Jabu's Belly# lies #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #[[1]]# se trouve #sous l'eau dans le Ventre de Jabu Jabu#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_JABU_JABU_HEART] = HintText(CustomMessage("They say that near a #central lift in Jabu-Jabu's Belly# lies #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, près d'un #ascenceur central dans le Ventre de Jabu-Jabu# se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| FOREST TEMPLE |
@ -680,11 +680,11 @@ hintTextTable[RHT_DODONGOS_CAVERN_BOSS_ROOM_CHEST] = HintText(CustomMessage("The
hintTextTable[RHT_POT_FOREST_TEMPLE] = HintText(CustomMessage("They say that a #pot in Forest Temple# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Temple de la Fôret# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_FOREST_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Forest Temple# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #coeur dans le Temple de la Fôret# cache #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| FIRE TEMPLE |
@ -876,19 +876,19 @@ hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They sa
hintTextTable[RHT_POT_FIRE_TEMPLE] = HintText(CustomMessage("They say that a #pot in Fire Temple# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Temple du Feu# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_FIRE_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Fire Temple# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #coeur dans le Temple du Feu# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RAND_INF_FIRE_TEMPLE_MQ_LOOP_STALFOS_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a hot arena# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil dans une arène chaude# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RAND_INF_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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil derrière le trône dun chevalier dans un volcan# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| WATER TEMPLE |
@ -1019,27 +1019,23 @@ hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They sa
hintTextTable[RHT_POT_WATER_TEMPLE] = HintText(CustomMessage("They say that a #pot in Water Temple# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Temple de l'Eau# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_WATER_TEMPLE_HEART] = HintText(CustomMessage("They say that in a #river in the Water Temple# lies #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
hintTextTable[RHT_WATER_TEMPLE_HEART] = HintText(CustomMessage("They say that in a #river in the Water Temple# lies #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #rivière dans le Temple de l'Eau# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_WATER_TEMPLE_MQ_DARK_LINK_PILAR_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun atop a small pillar before a duel with one's shadow# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil au sommet dun 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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil avant un duel avec son ombre# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| SPIRIT TEMPLE |
@ -1276,15 +1272,15 @@ hintTextTable[RHT_FIRE_TEMPLE_NEAR_BOSS_CHEST] = HintText(CustomMessage("They sa
hintTextTable[RHT_POT_SPIRIT_TEMPLE] = HintText(CustomMessage("They say that a #pot in Spirit Temple# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Temple de l'Esprit# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SPIRIT_TEMPLE_HEART] = HintText(CustomMessage("They say that on a #small platform# in the Spirit Temple lies #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, protégé par un #cercle de flammes# dans le Temple de l'Esprit se trouve #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| SHADOW TEMPLE |
@ -1531,23 +1527,23 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
hintTextTable[RHT_POT_SHADOW_TEMPLE] = HintText(CustomMessage("They say that a #pot in Shadow Temple# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Temple de l'Ombre# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SHADOW_TEMPLE_HEART] = HintText(CustomMessage("They say that a #heart in the Shadow Temple# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #coeur dans le Temple de l'Ombre# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_SHADOW_TEMPLE_BEAMOS_STORM_FAIRY] = HintText(CustomMessage("They say that an #calling the rain for a sentry guarding a house of the dead# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!.", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler la pluie sur une plateforme suspendue au-dessus dun 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*/ "!!!",
/*french*/ "!!!.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil près dun coffre invisible gardé par les morts# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| BOTTOM OF THE WELL |
@ -1669,27 +1665,27 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
hintTextTable[RHT_POT_BOTTOM_OF_THE_WELL] = HintText(CustomMessage("They say that a #pot in Bottom of the Well# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Puits# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_HEART] = HintText(CustomMessage("They say that a #heart within the well# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #coeur dans le Puits# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_RUPEE] = HintText(CustomMessage("They say that a #hidden path through the floor# the well# leads to #[[1]]#.",
hintTextTable[RHT_BOTTOM_OF_THE_WELL_RUPEE] = HintText(CustomMessage("They say that a #hidden path through the floor# in the well leads to #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #passage caché sous le sol# dans le puits mène à #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil dans une impasse# à lintérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_MQ_CELL_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun in an empty cell# within the well reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil dans une cellule vide# à lintérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SUN_FAIRY] = HintText(CustomMessage("They say that an #calling the sun a dead end# within the well reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil dans une impasse# à lintérieur du puits révèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
@ -1767,19 +1763,19 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
hintTextTable[RHT_POT_ICE_CAVERN] = HintText(CustomMessage("They say that a #pot in Ice Cavern# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", { QM_RED, QM_GREEN }));
/*french*/ "Selon moi, une #jarre dans la Caverne Polaire# contient #[[1]]#.", { QM_RED, QM_GREEN }));
hintTextTable[RHT_ICE_CAVERN_HEART] = HintText(CustomMessage("They say that atop on a #frozen pillar# lies #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, ", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ICE_CAVERN_RUPEE] = HintText(CustomMessage("They say that a #rupee in a frozen cavern# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #rubis dans la Caverne Polaire# cache #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_ICE_CAVERN_ENTRANCE_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling the rain near the entrance to a frozen cave# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler la pluie près de lentrée dune grotte gelée# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, una #Skulltula tras un ardiente hielo# otorga #[[1]]#.
/*--------------------------
@ -1882,7 +1878,7 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
hintTextTable[RHT_GERUDO_TRAINING_GROUND_ENTRANCE_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling the rain near the entrance to the Gerudo Training Grounds# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler la pluie près de lentrée du Gymnase Gerudo# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GERUDO_TRAINING_GROUND_FREESTANDING_KEY] = HintText(CustomMessage("They say that the #Song of Time# in the Gerudo Training Ground leads to #[[1]]#.",
/*german*/ "Man erzählt sich, daß die #Hymne der Zeit# in der Gerudo-Trainingsarena zu #[[1]]# führe.",
@ -1966,7 +1962,7 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
hintTextTable[RHT_GERUDO_TRAINING_GROUNDS_HEART] = HintText(CustomMessage("They say that a watching a #trial with Dinalfos# is #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, dans #une épreuve avec un Dinalfos# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
/*--------------------------
| GANONS CASTLE |
@ -2053,11 +2049,11 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
hintTextTable[RHT_GANONS_CASTLE_SPIRIT_TRIAL_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun for a sentry in the test of the sands# reveals #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #appeler le soleil pour une sentinelle dans lépreuve des sables# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GANONS_CASTLE_SCRUBS_FAIRY] = HintText(CustomMessage("They say that within a #sanctuary before the final trial# rests #[[1]]#.",
/*german*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #dans un sanctuaire avant lépreuve finale# repose #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GANONS_CASTLE_MQ_WATER_TRIAL_CHEST] = HintText(CustomMessage("They say that the #test of the seas# holds #[[1]]#.",
/*german*/ "Man erzählt sich, daß die #Prüfung der Meere# #[[1]]# enthielte.",
@ -2171,11 +2167,11 @@ hintTextTable[RHT_SHADOW_TEMPLE_MAP_CHEST] = HintText(CustomMessage("They say th
hintTextTable[RHT_POT_GANONS_CASTLE] = HintText(CustomMessage("They say that a #pot in Ganon's Castle# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Château de Ganon# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GANONS_CASTLE_HEART] = HintText(CustomMessage("They say that a #heart in Ganon's Castle# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un #coeur dans le Château de Ganon# cache #[[1]]#.", {QM_RED, QM_GREEN}));
}
}

View File

@ -246,7 +246,7 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
hintTextTable[RHT_SONG_FROM_IMPA] = HintText(CustomMessage("They say that #deep in a castle#, Impa teaches #[[1]]#.",
/*german*/ "Man erzählt sich, daß #tief in einem Schloß#, Impa #[[1]]# lehre.",
/*french*/ "Selon moi, #la gardienne de la princesse# donne #[[1]]#.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #la nourrice de la princesse# donne #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/ Según dicen, en el #jardín del castillo Impa enseña# #[[1]]#.
hintTextTable[RHT_SONG_FROM_MALON] = HintText(CustomMessage("They say that #a farm girl# sings #[[1]]#.",
@ -291,16 +291,16 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
hintTextTable[RHT_LH_POND_FISH] = HintText(CustomMessage("They say that #hitting the pond# reveals #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Fischen im Teich# #[[1]]# enthülle.",
/*french*/ "Selon moi, #[[1]]#.", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, #aller à l'étang# révèle #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_HYRULE_LOACH] = HintText(CustomMessage("They say that #fishing the hyrule loach# will give you #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Fischen der hylianischen Schmerle# #[[1]]# einbrächte.",
/*french*/ "Selon moi, !!! #[[1]]#.", {QM_RED, QM_GREEN}),
/*french*/ "Selon moi, #pêcher le brochet Hylien# vous donnera #[[1]]#.", {QM_RED, QM_GREEN}),
// /*spanish*/ Según dicen, si #pescas a la Locha de Hyrule# encontrarás #[[1]]#.
{}, {
CustomMessage("They say that #fishing the legend# bestows #[[1]]#.",
/*german*/ "Man erzählt sich, daß das #Fischen der Legende# #[[1]]# verleihe.",
/*french*/ "Selon moi, !!! #[[1]]#.", {QM_RED, QM_GREEN})});
/*french*/ "Selon moi, #pêcher la légende# confère #[[1]]#.", {QM_RED, QM_GREEN})});
// /*spanish*/ Según dicen, #pescar a la leyenda# conduce a #[[1]]#.
hintTextTable[RHT_LH_ADULT_FISHING] = HintText(CustomMessage("They say that #fishing in maturity# bestows #[[1]]#.",
@ -1493,447 +1493,448 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
hintTextTable[RHT_POT_KOKIRI_FOREST] = HintText(CustomMessage("They say that a #pot in Kokiri Forest# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans la Fôret Kokiri# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_GERUDO_FORTRESS] = HintText(CustomMessage("They say that a #pot in Gerudo Fortress# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans la Forteresse Gerudo# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_WASTELAND] = HintText(CustomMessage("They say that a #pot in Haunted Wasteland# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Désert Hanté# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_MARKET] = HintText(CustomMessage("They say that a #pot in Market# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans la Place du Marché# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_KAKARIKO] = HintText(CustomMessage("They say that a #pot in Kakariko Village# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Village de Cocorico# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_GRAVEYARD] = HintText(CustomMessage("They say that a #pot in Graveyard# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Cimetière# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_GORON_CITY] = HintText(CustomMessage("They say that a #pot in Goron City# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Village Goron# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_DEATH_MOUNTAIN_CRATER] = HintText(CustomMessage("They say that a #pot in Death Mountain Crater# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre sur le Mont du Péril# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_ZORAS_DOMAIN] = HintText(CustomMessage("They say that a #pot in Zora's Domain# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Domaine Zora# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_ZORAS_FOUNTAIN] = HintText(CustomMessage("They say that a #pot in Zora's Fountain# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans la Fontaine Zora# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_LON_LON_RANCH] = HintText(CustomMessage("They say that a #pot in Lon Lon Ranch# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Ranch Lon Lon# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_HYRULE_FIELD] = HintText(CustomMessage("They say that a #pot in Hyrule Field# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans la Plaine d'Hyrule# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_POT_HYRULE_CASTLE] = HintText(CustomMessage("They say that a #pot in Hyrule Castle# contains #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, une #jarre dans le Château d'Hyrule# contient #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_KOKIRI_FOREST_RUPEE] = HintText(CustomMessage("They say that a rupee in a #tranquil forest# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un rubis dans une #forêt tranquille# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/
hintTextTable[RHT_KOKIRI_FOREST_HEART] = HintText(CustomMessage("They say that a heart in a #tranquil forest# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, un cœur dans une #forêt tranquille# cache #[[1]]#.", {QM_RED, QM_GREEN}));
// /*spanish*/
hintTextTable[RHT_SARIAS_HOUSE_HEART] = HintText(CustomMessage("They say that a heart in a #dear friend's home# hides #[[1]]#.",
/*german*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "",
/*french*/ "", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*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*/ "!!!",
/*french*/ "!!!", {QM_RED, QM_GREEN}));
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans le côté d'un cratère révèle [[1]].", {QM_RED, QM_GREEN}));
}
}

View File

@ -253,23 +253,23 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40);
itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
// Misc.
itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "Gohmas Seele" }, ITEMTYPE_ITEM, 0xE0, true, LOGIC_CAN_SUMMON_GOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "Âme de Gohma", "Gohmas Seele" }, ITEMTYPE_ITEM, 0xE0, true, LOGIC_CAN_SUMMON_GOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_GOHMA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "König Dodongos Seele" }, ITEMTYPE_ITEM, 0xE1, true, LOGIC_CAN_SUMMON_KINGDODONGO, RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "Âme du Roi Dodongo", "König Dodongos Seele" }, ITEMTYPE_ITEM, 0xE1, true, LOGIC_CAN_SUMMON_KINGDODONGO, RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_KING_DODONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "Barinades Seele" }, ITEMTYPE_ITEM, 0xE2, true, LOGIC_CAN_SUMMON_BARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "Âme de Barinade", "Barinades Seele" }, ITEMTYPE_ITEM, 0xE2, true, LOGIC_CAN_SUMMON_BARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BARINADE_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "Phantom-Ganons Seele" }, ITEMTYPE_ITEM, 0xE3, true, LOGIC_CAN_SUMMON_PHANTOMGANON, RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "Âme de Ganon Spectral", "Phantom-Ganons Seele" }, ITEMTYPE_ITEM, 0xE3, true, LOGIC_CAN_SUMMON_PHANTOMGANON, RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_PHANTOM_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "Volvagias Seele" }, ITEMTYPE_ITEM, 0xE4, true, LOGIC_CAN_SUMMON_VOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "Âme de Vulcania", "Volvagias Seele" }, ITEMTYPE_ITEM, 0xE4, true, LOGIC_CAN_SUMMON_VOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_VOLVAGIA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "Morphas Seele" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "Âme de Morpha", "Morphas Seele" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MORPHA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "Bongo Bongos Seele" }, ITEMTYPE_ITEM, 0xE6, true, LOGIC_CAN_SUMMON_BONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "Âme de Bongo Bongo", "Bongo Bongos Seele" }, ITEMTYPE_ITEM, 0xE6, true, LOGIC_CAN_SUMMON_BONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BONGO_BONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "Twinrovas Seele" }, ITEMTYPE_ITEM, 0xE7, true, LOGIC_CAN_SUMMON_TWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "Âme du Duo Maléfique", "Twinrovas Seele" }, ITEMTYPE_ITEM, 0xE7, true, LOGIC_CAN_SUMMON_TWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_TWINROVA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "Ganons Seele" }, ITEMTYPE_ITEM, 0xE8, true, LOGIC_CAN_SUMMON_GANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "Âme de Ganon", "Ganons Seele" }, ITEMTYPE_ITEM, 0xE8, true, LOGIC_CAN_SUMMON_GANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul);
itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Angelrute" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI);
@ -285,24 +285,24 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Taste C-Rechts der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "Bronzene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "Écaille de Bronze", "Bronzene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale);
itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "!!!", "Unendlicher Köcher" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, LOGIC_PROGRESSIVE_BOW, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "!!!", "Unendliche Bombentasche" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "!!!", "Unendliche Samentasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "!!!", "Unendliche Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "!!!", "Unendliche Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "!!!", "Unendliches Magisches Maß" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "!!!", "Unendliche Krabbelminen" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "!!!", "Unendliche Geldbörse" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, LOGIC_PROGRESSIVE_WALLET, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "Carquois Infini", "Unendlicher Köcher" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, LOGIC_PROGRESSIVE_BOW, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "Sac de Bombes Infini", "Unendliche Bombentasche" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "Sac de Graines Infinis", "Unendliche Samentasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "Bâtons Mojo Infinis", "Unendliche Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "Noix Mojo Infinies", "Unendliche Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "Magie Infinie", "Unendliches Magisches Maß" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "Missiles Teigneux Infinis", "Unendliche Krabbelminen" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "Bourse Infinie", "Unendliche Geldbörse" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, LOGIC_PROGRESSIVE_WALLET, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SKELETON_KEY] = Item(RG_SKELETON_KEY, Text{ "Skeleton Key", "!!!", "Skelettschlüssel" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_SKELETON_KEY, RHT_SKELETON_KEY, RG_SKELETON_KEY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_SKELETON_KEY] = Item(RG_SKELETON_KEY, Text{ "Skeleton Key", "Clé Squelette", "Skelettschlüssel" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_SKELETON_KEY, RHT_SKELETON_KEY, RG_SKELETON_KEY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_SKELETON_KEY].SetCustomDrawFunc(Randomizer_DrawSkeletonKey);
itemTable[RG_DEKU_STICK_BAG] = Item(RG_DEKU_STICK_BAG, Text{ "Deku Stick Bag", "!!!", "Deku-Stab-Tasche" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_NONE, RG_DEKU_STICK_BAG, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_DEKU_STICK_BAG] = Item(RG_DEKU_STICK_BAG, Text{ "Deku Stick Bag", "Sac de Bâton Mojo", "Deku-Stab-Tasche" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_NONE, RG_DEKU_STICK_BAG, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_DEKU_NUT_BAG] = Item(RG_DEKU_NUT_BAG, Text{ "Deku Nut Bag", "!!!", "Deku-Nuß-Tasche" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NONE, RG_DEKU_NUT_BAG, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_DEKU_NUT_BAG] = Item(RG_DEKU_NUT_BAG, Text{ "Deku Nut Bag", "Sac de Noix Mojo", "Deku-Nuß-Tasche" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NONE, RG_DEKU_NUT_BAG, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE);
itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_NONE, RHT_NONE);
@ -328,7 +328,7 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsenengeldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Goldene Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Bourse d'Enfant", "Kindergeldbörse" }, ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Petite Bourse", "Kindergeldbörse" }, ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku-Nuß-Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku-Nuß-Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku-Stab-Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);

View File

@ -375,7 +375,7 @@ void Randomizer::LoadMerchantMessages() {
"\x1B#Buy&Don't buy#",
/*german*/ "Furchterregend, oder? Ich erzähle Euch mehr, wenn ich #Geld# sehe...^Wie wär's mit #[[2]] Rubinen#?&&"
"\x1B#Aber sicher!&Ich bin weg!#",
/*french*/ "Un concentré de puissance! Mais montre tes #rubis# avant que je te dise ce que c'est...^Disons #[[2]] "
/*french*/ "Terrible! Mais montre tes #rubis# avant que je te dise ce que c'est...^Disons #[[2]] "
"rubis#?&&\x1B#Acheter&Ne pas acheter#",
{QM_RED, QM_YELLOW, QM_GREEN}));
/*spanish*/ // ¡Terrorífico! No te revelaré su nombre hasta que vea el #dinero#...^#[[2]] rupias#, ¿qué te parece?&&"
@ -2565,7 +2565,7 @@ CustomMessage Randomizer::GetSheikMessage(s16 scene, u16 originalTextId) {
messageEntry = CustomMessage(
"@, meet me at %gGanon's Castle%w once you obtain the %rkey to his lair%w.",
"@, wir treffen uns bei %gGanons Schloß%w, sobald Du den %rSchlüssel zu seinem Verlies%w hast.",
"Retrouve-moi au %gChâteau de Ganon%w une fois que tu auras obtenu la Mrclé de son repaire%w.");
"Retrouve-moi au %gChâteau de Ganon%w une fois que tu auras obtenu la %rclé de son repaire%w.");
} else {
messageEntry = CustomMessage(
"The time has come. Prepare yourself.",
@ -2588,7 +2588,7 @@ CustomMessage Randomizer::GetSheikMessage(s16 scene, u16 originalTextId) {
messageEntry = CustomMessage(
"You may have what you need to defeat %rthe Evil King%w, but the %cbarrier%w still stands.^Complete the remaining %gtrials%w to destroy it.",
"Du magst das haben, was Du brauchst um %rden bösen König%w zu besiegen, aber die %cBarriere%w steht noch.^Absolviere die verbleibenden %gPrüfungen%w um sie zu zerstören.",
"");
"@, tu as peut-être ce qu'il te faut pour vaincre %rle Malin%w, mais les barrières sont toujours actives.^Termine les épreuves restantes pour les détruire.");
} else {
messageEntry = CustomMessage(
"If you're ready, then proceed.^Good luck.",
@ -2606,7 +2606,7 @@ CustomMessage Randomizer::GetFishingPondOwnerMessage(u16 originalTextId) {
CustomMessage messageEntry = CustomMessage(
"Sorry, but the pond is closed.&I've lost my good %rfishing pole%w...&Can't go fishing without it!",
"Entschuldigung, aber der Teich ist zu.&Ich habe meine gute %rAngelrute%w verloren.&Ohne kann ich nicht fischen!",
""
"Désolé, mais l'étang est fermé.&J'ai perdu ma bonne %rCanne à Pêche%w...&Impossible de pêcher sans elle!"
);
if (Rando::Context::GetInstance()->GetOption(RSK_FISHING_POLE_HINT)) {
@ -2618,7 +2618,7 @@ CustomMessage Randomizer::GetFishingPondOwnerMessage(u16 originalTextId) {
messageEntry = CustomMessage(
"Hey, mister! I remember you!&It's been a long time!^",
"Hallo, mein Herr! Ich erinnere mich an Sie!&Lang ist's her!",
""
"Hé, monsieur! Je me souviens de toi!&Ça fait longtemps!"
) + messageEntry;
}
@ -2739,7 +2739,9 @@ void CreateRupeeMessages() {
}
customMessageManager->CreateMessage(
Randomizer::rupeeMessageTableID, rupee,
CustomMessage("You found" + rupeeText + " !", "Du hast" + rupeeText + " gefunden!",
CustomMessage(
"You found" + rupeeText + " !",
"Du hast" + rupeeText + " gefunden!",
"Vous obtenez" + rupeeText + " !", TEXTBOX_TYPE_BLACK, TEXTBOX_POS_BOTTOM));
}
}
@ -3128,7 +3130,7 @@ CustomMessage Randomizer::GetIceTrapMessage() {
"Kalt. Kalt. Kälter. #EISKALT#!",
};
static const char* const frenchIceTrapMessages[23] = {
static const char* const frenchIceTrapMessages[83] = {
"#Pauvre fou#...",
"Tu es un #glaçon#, Harry!",
"#Sot# que tu es.",
@ -3152,6 +3154,66 @@ CustomMessage Randomizer::GetIceTrapMessage() {
"Never gonna #give you up#. Never gonna #let you down#. Never gonna run around and #desert you#.",
"Merci #@#! Mais ton objet est dans un autre château!",
"J'espère que ça ne te fait ni chaud, ni #froid#.",
"Je voulais t'offrir un trésor, mais il semble que tu aies eu #froid aux pieds#",
"Tu m'as dit que tu voulais livrer #de la glace# à Ganondorf!",
"Tu as obtenu la Triforce!&Cet ancien artefact divin peut exaucer n'importe quel... ah non, désolé, c'est juste un piège de glace.",
"Il est temps de #te rafraîchir#!",
"La #Caverne Polaire# te passe le bonjour.",
"Chargement de l'objet, veuillez #patienter#...",
"Martèle A+B pour ne pas #mourir#.",
"Désolé, ton objet est à un autre endroit.", //would be better if it could have the name of the item
"Tu espérais que ce soit %gGreg%w.",
"Tu veux boire un chocolat chaud?",
"Le #froid# ne m'a jamais dérangé, de toute façon.",
"J'espère que tu es trop cool pour être #cool#!",
"Sois reconnaissant que ce n'est pas le #zéro absolu#.",
"Tu savais que le G de ZFG signifie #Glace#?",
"Tu as obtenu #L'Âge de Glace (2002)#!",
"Maintenant, tu peux lancer un #sort# que tu ne connais pas.",
"Que dirais-tu d'un héros #sur glace# ?",
"Pas de tunique pour #ça#!",
"Je savais que tu étais #partiellement Metroid#!",
"Voilà juste la #cerise sur le gâteau#!",
"Tu es tellement #cool#, @!",
"Tu as trouvé de la #déception#!",
"Tu t'es fait #BERNER#!",
"Commence à marteler.",
"Cet objet va #s'autodétruire# dans 5 secondes...",
"Souviens-toi, il pourrait y avoir un léger #inconfort#.",
"Dans un monde parfait, les #pièges de glace# comme moi n'existeraient pas, mais ce n'est pas un monde parfait.",
"Mon dieu qu'il fait #froid# ici.",
"Tu as testé l'objet avec ton #détecteur de glace#, il a bipé.", //would be better if it could have the name of the item
"Tu as découvert le chemin du zéro. Le #sub-zéro#.",
"Mweep... mweep... mweep...",
"Gelé, #sac à glace#! Je veux dire #gèle-toi#, racaille!",
"Est-ce qu'il fait #frais# ici ou est-ce juste #toi#?",
"#Continue#",
"QU'EST-CE QU'ELLE VA FAIRE, ME FAIRE UNE #[Glace]#!?",
"Tu as rencontré un #terrible destin#, n'est-ce pas?",
"Alors comme ça, tu aimes Shining ? Voici comment ça #finit#.",
"Petite erreur de trajectoire. #Je gagne#.",
"Prends ce #L#, @.",
"#Problème de compétence#",
"Tout ton chauffage nous appartient.",
"Attends une seconde, tu as déjà #cet objet#, non?",
"#Gèle#! Tu es entouré !",
"Erreur 404 - Objet non #trouvé#.",
"Pause hydratation ! Hé, qui a #gelé# mon eau?",
"Oups, mauvais #modèle d'objet#.",
"Oups! Tu dois mettre l'objet #dans ton inventaire#.",
"Tu as fait tomber l'objet, le brisant en #éclats de glace#!", //would be better if it could have the name of the item
"Tu es le maillon faible @, #au revoir#!",
"Ugh... Pourquoi avons-nous même randomisé #cet objet#?",
"La #Lune de Givre# se lève...",
"Selon toutes les lois connues de la physique et de la biologie, @ ne devrait pas survivre à #être complètement enfermé dans la glace#. Les cellules de @ mourraient avant qu'elles ne #dégèlent#. Mais c'est un jeu vidéo, alors @ survit... #Probablement#.",
"OK, arrête-moi si tu l'as déjà entendue - un joueur et une bouteille de #nitrogène liquide# entrent dans un bar à lait...",
"Lástima, c'est un #piège de glace#...&&Personne ne s'attend à un #piège de glace espagnol#!",
"Mon dieu qu'il fait #GLAGLA# ici.",
"C'est bon, @ savait que c'était un #piège#, il l'utilise juste pour prendre des dégâts intentionnellement et manipuler la RNG.",
"Cet objet n'est #pas disponible# dans votre pays.", //would be better if it could have the name of the item
"#Bonne# tentative. #;)#",
"Où est mon #Super Costume#?",
"#La revanche du Titanic#.",
};
CustomMessage msg;
@ -3517,17 +3579,35 @@ void Randomizer::CreateCustomMessages() {
GIMESSAGE(RG_CHILD_WALLET, ITEM_WALLET_ADULT,
"You got a %rChild's Wallet%w!&Now you can carry&up to %y99 rupees%w!",
"Du erhältst die %rKindergeldbörse%w!&Jetzt kannst Du bis&zu %y99 Rubine%w mit Dir führen!",
"Vous obtenez la %rBourse d'Enfant%w!&Elle peut contenir jusqu'à %y99 rubis%w!"),
"Vous obtenez la %rPetite Bourse%w!&Elle peut contenir jusqu'à %y99 rubis%w!"),
GIMESSAGE_UNTRANSLATED(RG_GOHMA_SOUL, ITEM_BIG_POE, "You found the soul for %gGohma%w!"),
GIMESSAGE_UNTRANSLATED(RG_KING_DODONGO_SOUL, ITEM_BIG_POE, "You found the soul for %rKing&Dodongo%w!"),
GIMESSAGE_UNTRANSLATED(RG_BARINADE_SOUL, ITEM_BIG_POE, "You found the soul for %bBarinade%w!"),
GIMESSAGE_UNTRANSLATED(RG_PHANTOM_GANON_SOUL, ITEM_BIG_POE, "You found the soul for %gPhantom&Ganon%w!"),
GIMESSAGE_UNTRANSLATED(RG_VOLVAGIA_SOUL, ITEM_BIG_POE, "You found the soul for %rVolvagia%w!"),
GIMESSAGE_UNTRANSLATED(RG_MORPHA_SOUL, ITEM_BIG_POE, "You found the soul for %bMorpha%w!"),
GIMESSAGE_UNTRANSLATED(RG_BONGO_BONGO_SOUL, ITEM_BIG_POE, "You found the soul for %pBongo&Bongo%w!"),
GIMESSAGE_UNTRANSLATED(RG_TWINROVA_SOUL, ITEM_BIG_POE, "You found the soul for %yTwinrova%w!"),
GIMESSAGE_UNTRANSLATED(RG_GANON_SOUL, ITEM_BIG_POE, "You found the soul for %cGanon%w!"),
GIMESSAGE_NO_GERMAN(RG_GOHMA_SOUL, ITEM_BIG_POE,
"You found the soul for %gGohma%w!",
"Vous obtenez l'âme de %gGohma%w!"),
GIMESSAGE_NO_GERMAN(RG_KING_DODONGO_SOUL, ITEM_BIG_POE,
"You found the soul for %rKing&Dodongo%w!",
"Vous obtenez l'âme du %rRoi Dodongo%w!"),
GIMESSAGE_NO_GERMAN(RG_BARINADE_SOUL, ITEM_BIG_POE,
"You found the soul for %bBarinade%w!",
"Vous obtenez l'âme de %bBarinade%w!"),
GIMESSAGE_NO_GERMAN(RG_PHANTOM_GANON_SOUL, ITEM_BIG_POE,
"You found the soul for %gPhantom&Ganon%w!",
"Vous obtenez l'âme de %gGanon Spectral%w!"),
GIMESSAGE_NO_GERMAN(RG_VOLVAGIA_SOUL, ITEM_BIG_POE,
"You found the soul for %rVolvagia%w!",
"Vous obtenez l'âme de %rVulcania%w!"),
GIMESSAGE_NO_GERMAN(RG_MORPHA_SOUL, ITEM_BIG_POE,
"You found the soul for %bMorpha%w!",
"Vous obtenez l'âme de %bMorpha%w!"),
GIMESSAGE_NO_GERMAN(RG_BONGO_BONGO_SOUL, ITEM_BIG_POE,
"You found the soul for %pBongo&Bongo%w!",
"Vous obtenez l'âme de %pBongo Bongo%w!"),
GIMESSAGE_NO_GERMAN(RG_TWINROVA_SOUL, ITEM_BIG_POE,
"You found the soul for %yTwinrova%w!",
"Vous obtenez l'âme du %yDuo Maléfique%w!"),
GIMESSAGE_NO_GERMAN(RG_GANON_SOUL, ITEM_BIG_POE,
"You found the soul for %cGanon%w!",
"Vous obtenez l'âme de %cGanon%w!"),
GIMESSAGE(RG_OCARINA_A_BUTTON, ITEM_OCARINA_TIME,
"You got the %b\x9f%r button for the&Ocarina%w! You can now use it&while playing songs!",
@ -3549,19 +3629,46 @@ void Randomizer::CreateCustomMessages() {
"You got the %y\xa6%r button for the&Ocarina%w! You can now use it&while playing songs!",
"Der %y\xa6%r Knopf%w!&Du kannst ihn nun zum Spielen&von Liedern auf der %rOkarina%w&verwenden!",
"Vous trouvez la %rtouche %y\xa6%r de&l'Ocarina%w! Vous pouvez&maintenant l'utiliser lorsque&vous en jouez!"),
GIMESSAGE_UNTRANSLATED(RG_BRONZE_SCALE, ITEM_SCALE_SILVER, "You got the %rBronze Scale%w!&The power of buoyancy is yours!"),
GIMESSAGE_UNTRANSLATED(RG_FISHING_POLE, ITEM_FISHING_POLE, "You found a lost %rFishing Pole%w!&Time to hit the pond!"),
GIMESSAGE_UNTRANSLATED(RG_BOMB_BAG_INF, ITEM_BOMB_BAG_40, "You got an %rInfinite Bomb Bag%w!&Now you have %yinfinite bombs%w!"),
GIMESSAGE_UNTRANSLATED(RG_QUIVER_INF, ITEM_QUIVER_50, "You got an %rInfinite Quiver%w!&Now you have %yinfinite arrows%w!"),
GIMESSAGE_UNTRANSLATED(RG_BULLET_BAG_INF, ITEM_BULLET_BAG_50, "You got an %rInfinite Bullet Bag%w!&Now you have %yinfinite&slingshot seeds%w!"),
GIMESSAGE_UNTRANSLATED(RG_STICK_UPGRADE_INF, ITEM_STICK, "You now have %yinfinite%w %rDeku Sticks%w!"),
GIMESSAGE_UNTRANSLATED(RG_NUT_UPGRADE_INF, ITEM_NUT, "You now have %yinfinite%w %rDeku Nuts%w!"),
GIMESSAGE_UNTRANSLATED(RG_MAGIC_INF, ITEM_MAGIC_LARGE, "You now have %yinfinite%w %rMagic%w!"),
GIMESSAGE_UNTRANSLATED(RG_BOMBCHU_INF, ITEM_BOMBCHU, "You now have %yinfinite%w %rBombchus%w!"),
GIMESSAGE_UNTRANSLATED(RG_WALLET_INF, ITEM_WALLET_GIANT, "You now have %yinfinite%w %rmoney%w!"),
GIMESSAGE_UNTRANSLATED(RG_SKELETON_KEY, ITEM_KEY_SMALL, "You found the %rSkeleton Key%w!"),
GIMESSAGE_UNTRANSLATED(RG_DEKU_STICK_BAG, ITEM_STICK, "You found the %rDeku Stick Bag%w!&You can now hold deku sticks!"),
GIMESSAGE_UNTRANSLATED(RG_DEKU_NUT_BAG, ITEM_NUT, "You found the %rDeku Nut Bag%w!&You can now hold deku nuts!"),
GIMESSAGE_NO_GERMAN(RG_BRONZE_SCALE, ITEM_SCALE_SILVER,
"You got the %rBronze Scale%w!&The power of buoyancy is yours!",
"Vous avez obtenu l'%rÉcaille de Bronze%w!&Le pouvoir de la flottabilité est à vous!"),
GIMESSAGE_NO_GERMAN(RG_FISHING_POLE, ITEM_FISHING_POLE,
"You found a lost %rFishing Pole%w!&Time to hit the pond!",
"Vous avez trouvé une %rCanne à pêche%w perdue!&Il est temps d'aller à l'étang!"),
GIMESSAGE_NO_GERMAN(RG_BOMB_BAG_INF, ITEM_BOMB_BAG_40,
"You got an %rInfinite Bomb Bag%w!&Now you have %yinfinite bombs%w!",
"Vous avez obtenu un %rSac à bombes à l'infini%w!&Vous avez maintenant des %ybombes à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_QUIVER_INF, ITEM_QUIVER_50,
"You got an %rInfinite Quiver%w!&Now you have %yinfinite arrows%w!",
"Vous avez obtenu un %rCarquois à l'infini%w!&Vous avez maintenant des %yflèches à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_BULLET_BAG_INF, ITEM_BULLET_BAG_50,
"You got an %rInfinite Bullet Bag%w!&Now you have %yinfinite&slingshot seeds%w!",
"Vous avez obtenu un %rSac de Graine à l'infini%w!&Vous avez maintenant des %ygraines de lance-pierres à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_STICK_UPGRADE_INF, ITEM_STICK,
"You now have %yinfinite%w %rDeku Sticks%w!",
"Vous avez maintenant des %yBâtons Mojo à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_NUT_UPGRADE_INF, ITEM_NUT,
"You now have %yinfinite%w %rDeku Nuts%w!",
"Vous avez maintenant des %yNoix Mojo à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_MAGIC_INF, ITEM_MAGIC_LARGE,
"You now have %yinfinite%w %rMagic%w!",
"Vous avez maintenant de la %ymagie à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_BOMBCHU_INF, ITEM_BOMBCHU,
"You now have %yinfinite%w %rBombchus%w!",
"Vous avez maintenant des %Missiles Teigneux à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_WALLET_INF, ITEM_WALLET_GIANT,
"You now have %yinfinite%w %rmoney%w!",
"Vous avez maintenant de l'%yargent à l'infini%w!"),
GIMESSAGE_NO_GERMAN(RG_SKELETON_KEY, ITEM_KEY_SMALL,
"You found the %rSkeleton Key%w!",
"Vous avez trouvé la %rClé Squelette%w!"),
GIMESSAGE_NO_GERMAN(RG_DEKU_STICK_BAG, ITEM_STICK,
"You found the %rDeku Stick Bag%w!&You can now hold deku sticks!",
"Vous avez trouvé le %rSac de Bâtons Mojo%w!&Vous pouvez maintenant porter des Bâtons Mojo!"),
GIMESSAGE_NO_GERMAN(RG_DEKU_NUT_BAG, ITEM_NUT,
"You found the %rDeku Nut Bag%w!&You can now hold deku nuts!",
"Vous avez trouvé le %rSac de Noix Mojo%w!&Vous pouvez maintenant porter des Noix Mojo!"),
}};
CreateGetItemMessages(&getItemMessages);
CreateRupeeMessages();