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https://github.com/HarbourMasters/Shipwright.git
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actually get it running
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#include "item_list.hpp"
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#include "logic.hpp"
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#include <array>
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#include "z64item.h"
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#include "../randomizerTypes.h"
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using namespace Logic;
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static std::array<Item, KEY_ENUM_MAX> itemTable;
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void ItemTable_Init() { // RandomizerGet English name French Spanish Item Type getItemID advancement logic hint key
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itemTable[NONE] = Item(RG_NONE, Text{"No Item", "Rien", "Sin Objeto"}, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, &noVariable, NONE);
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itemTable[KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{"Kokiri Sword", "Épée Kokiri", "Espada Kokiri"}, ITEMTYPE_ITEM, GI_SWORD_KOKIRI, true, &KokiriSword, KOKIRI_SWORD);
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//[MASTER_SWORD]
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itemTable[GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{"Giant's Knife", "Lame des Géants", "Espada de Biggoron"}, ITEMTYPE_ITEM, GI_SWORD_KNIFE, false, &noVariable, GIANTS_KNIFE);
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itemTable[BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{"Biggoron's Sword", "Épée de Biggoron", "Espada de Biggoron"}, ITEMTYPE_ITEM, GI_SWORD_BGS, true, &BiggoronSword, BIGGORON_SWORD);
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itemTable[DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{"Deku Shield", "Bouclier Mojo", "Escudo deku"}, ITEMTYPE_ITEM, GI_SHIELD_DEKU, false, &noVariable, DEKU_SHIELD);
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itemTable[HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{"Hylian Shield", "Bouclier Hylien", "Escudo hyliano"}, ITEMTYPE_ITEM, GI_SHIELD_HYLIAN, false, &noVariable, HYLIAN_SHIELD);
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itemTable[MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{"Mirror Shield", "Bouclier Miroir", "Escudo espejo"}, ITEMTYPE_ITEM, GI_SHIELD_MIRROR, true, &MirrorShield, MIRROR_SHIELD);
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itemTable[GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{"Goron Tunic", "Tunique Goron", "Sayo goron"}, ITEMTYPE_ITEM, GI_TUNIC_GORON, true, &GoronTunic, GORON_TUNIC);
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itemTable[ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{"Zora Tunic", "Tunique Zora", "Sayo zora"}, ITEMTYPE_ITEM, GI_TUNIC_ZORA, true, &ZoraTunic, ZORA_TUNIC);
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itemTable[IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{"Iron Boots", "Bottes de plomb", "Botas de hierro"}, ITEMTYPE_ITEM, GI_BOOTS_IRON, true, &IronBoots, IRON_BOOTS);
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itemTable[HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{"Hover Boots", "Bottes des airs", "Botas voladoras"}, ITEMTYPE_ITEM, GI_BOOTS_HOVER, true, &HoverBoots, HOVER_BOOTS);
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itemTable[BOOMERANG] = Item(RG_BOOMERANG, Text{"Boomerang", "Boomerang", "Búmeran"}, ITEMTYPE_ITEM, GI_BOOMERANG, true, &Boomerang, BOOMERANG);
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itemTable[LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{"Lens of Truth", "Monocle de Vérité", "Lupa de la Verdad"}, ITEMTYPE_ITEM, GI_LENS, true, &LensOfTruth, LENS_OF_TRUTH);
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itemTable[MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{"Megaton Hammer", "Masse des Titans", "Martillo Megatón"}, ITEMTYPE_ITEM, GI_HAMMER, true, &Hammer, MEGATON_HAMMER);
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itemTable[STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{"Stone of Agony", "Pierre de Souffrance", "Piedra de la Agonía"}, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, &ShardOfAgony, STONE_OF_AGONY);
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itemTable[DINS_FIRE] = Item(RG_DINS_FIRE, Text{"Din's Fire", "Feu de Din", "Fuego de Din"}, ITEMTYPE_ITEM, GI_DINS_FIRE, true, &DinsFire, DINS_FIRE);
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itemTable[FARORES_WIND] = Item(RG_FARORES_WIND, Text{"Farore's Wind", "Vent de Farore", "Viento de Farore"}, ITEMTYPE_ITEM, GI_FARORES_WIND, true, &FaroresWind, FARORES_WIND);
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itemTable[NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{"Nayru's Love", "Amour de Nayru", "Amor de Nayru"}, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, &NayrusLove, NAYRUS_LOVE);
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itemTable[FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{"Fire Arrow", "Flèche de Feu", "Flecha de fuego"}, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, &FireArrows, FIRE_ARROWS);
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itemTable[ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{"Ice Arrow", "Flèche de Glace", "Flecha de hielo"}, ITEMTYPE_ITEM, GI_ARROW_ICE, true, &IceArrows, ICE_ARROWS);
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itemTable[LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{"Light Arrow", "Flèche de Lumière", "Flecha de luz"}, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, &LightArrows, LIGHT_ARROWS);
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itemTable[GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{"Gerudo Membership Card", "Carte Gerudo", "Pase de socio gerudo"}, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, &GerudoToken, GERUDO_MEMBERSHIP_CARD);
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itemTable[MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{"Magic Bean", "Haricots Magiques", "Habichuelas mágicas"}, ITEMTYPE_ITEM, GI_BEAN, true, &MagicBean, MAGIC_BEAN);
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itemTable[MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{"Magic Bean Pack", "Paquet de Haricots Magiques", "Lote de habichuelas mágicas"}, ITEMTYPE_ITEM, 0xC9, true, &MagicBeanPack, MAGIC_BEAN_PACK);
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itemTable[DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{"Double Defense", "Double Défence", "Doble poder defensivo"}, ITEMTYPE_ITEM, 0xB8, true, &DoubleDefense, DOUBLE_DEFENSE);
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itemTable[WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{"Weird Egg", "Oeuf Curieux", "Huevo extraño"}, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, &WeirdEgg, WEIRD_EGG);
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// itemTable[CUCCO] = Item(RG_CUCCO, Text{"Cucco", "Cocotte", "Cuco"}, ITEMTYPE_ITEM, GI_CUCCO, true, &Cucco, CUCCO);
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itemTable[ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{"Zelda's Letter", "Lettre de Zelda", "Carta de Zelda"}, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, &ZeldasLetter, ZELDAS_LETTER);
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// itemTable[KEATON_MASK] = Item(RG_KEATON_MASK, Text{"Keaton Mask", "Masque du Renard", "Careta de Keaton"}, ITEMTYPE_ITEM, GI_MASK_KEATON, true, &KeatonMask, KEATON_MASK);
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// itemTable[SKULL_MASK] = Item(RG_SKULL_MASK, Text{"Skull Mask", "Masque de Mort", "Máscara de calavera"}, ITEMTYPE_ITEM, GI_MASK_SKULL, true, &SkullMask, SKULL_MASK);
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// itemTable[SPOOKY_MASK] = Item(RG_SPOOKY_MASK, Text{"Spooky Mask", "Masque d'Effroi", "Máscara tenebrosa"}, ITEMTYPE_ITEM, GI_MASK_SPOOKY, true, &SpookyMask, SPOOKY_MASK);
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// itemTable[BUNNY_HOOD] = Item(RG_BUNNY_HOOD, Text{"Bunny Hood", "Masque du Lapin", "Capucha de conejo"}, ITEMTYPE_ITEM, GI_MASK_BUNNY, true, &BunnyHood, BUNNY_HOOD);
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// itemTable[GORON_MASK] = Item(RG_GORON_MASK, Text{"Goron Mask", "Masque de Goron", "Máscara Goron"}, ITEMTYPE_ITEM, GI_MASK_GORON, true, &GoronMask, GORON_MASK);
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// itemTable[ZORA_MASK] = Item(RG_ZORA_MASK, Text{"Zora Mask", "Masque de Zora", "Máscara Zora"}, ITEMTYPE_ITEM, GI_MASK_ZORA, true, &ZoraMask, ZORA_MASK);
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// itemTable[GERUDO_MASK] = Item(RG_GERUDO_MASK, Text{"Gerudo Mask", "Masque de Gerudo", "Máscara Gerudo"}, ITEMTYPE_ITEM, GI_MASK_GERUDO, true, &GerudoMask, GERUDO_MASK);
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// itemTable[MASK_OF_TRUTH] = Item(RG_MASK_OF_TRUTH, Text{"Mask of Truth", "Masque de Vérité", "Máscara de la Verdad"}, ITEMTYPE_ITEM, GI_MASK_MASK, true, &MaskofTruth, MASK_OF_TRUTH);
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itemTable[POCKET_EGG] = Item(RG_POCKET_EGG, Text{"Pocket Egg", "Oeuf de poche", "Huevo de bolsillo"}, ITEMTYPE_ITEM, GI_POCKET_EGG, true, &PocketEgg, POCKET_EGG);
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// itemTable[POCKET_CUCCO] = Item(RG_POCKET_CUCCO, Text{"Pocket Cucco", "Cocotte de poche", "Cuco de bolsillo"}, ITEMTYPE_ITEM, GI_POCKET_CUCCO, true, &PocketCucco, POCKET_CUCCO);
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itemTable[COJIRO] = Item(RG_COJIRO, Text{"Cojiro", "P'tit Poulet", "Cojiro"}, ITEMTYPE_ITEM, GI_COJIRO, true, &Cojiro, COJIRO);
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itemTable[ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{"Odd Mushroom", "Champignon Suspect", "Champiñón extraño"}, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, &OddMushroom, ODD_MUSHROOM);
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itemTable[ODD_POTION] = Item(RG_ODD_POTION, Text{"Odd Potion", "Mixture Suspecte", "Medicina rara"}, ITEMTYPE_ITEM, GI_ODD_POTION, true, &OddPoultice, ODD_POTION);
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itemTable[POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{"Poacher's Saw", "Scie du Chasseur", "Sierra del furtivo"}, ITEMTYPE_ITEM, GI_SAW, true, &PoachersSaw, POACHERS_SAW);
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itemTable[BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{"Broken Goron's Sword", "Épée Brisée de Goron", "Espada goron rota"}, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, &BrokenSword, BROKEN_SWORD);
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itemTable[PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{"Prescription", "Ordonnance", "Receta"}, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, &Prescription, PRESCRIPTION);
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itemTable[EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{"Eyeball Frog", "Crapaud-qui-louche", "Rana de ojos saltones"}, ITEMTYPE_ITEM, GI_FROG, true, &EyeballFrog, EYEBALL_FROG);
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itemTable[EYEDROPS] = Item(RG_EYEDROPS, Text{"World's Finest Eyedrops", "Super Gouttes", "Supergotas oculares"}, ITEMTYPE_ITEM, GI_EYEDROPS, true, &Eyedrops, EYEDROPS);
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itemTable[CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{"Claim Check", "Certificat", "Recibo"}, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, &ClaimCheck, CLAIM_CHECK);
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itemTable[GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{"Gold Skulltula Token", "Symbole de Skulltula d'Or", "Símbolo de skulltula dorada"}, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, &GoldSkulltulaTokens, GOLD_SKULLTULA_TOKEN);
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//Progression Items
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itemTable[PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{"Progressive Hookshot", "Grappin (prog.)", "Gancho progresivo"}, ITEMTYPE_ITEM, 0x80, true, &ProgressiveHookshot, PROGRESSIVE_HOOKSHOT);
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itemTable[PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{"Strength Upgrade", "Amélioration de Force (prog.)", "Fuerza progresiva"}, ITEMTYPE_ITEM, 0x81, true, &ProgressiveStrength, PROGRESSIVE_STRENGTH);
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itemTable[PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{"Progressive Bomb Bag", "Sac de Bombes (prog.)", "Saco de bombas progresivo"}, ITEMTYPE_ITEM, 0x82, true, &ProgressiveBombBag, PROGRESSIVE_BOMB_BAG);
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itemTable[PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{"Progressive Bow", "Arc (prog.)", "Arco progresivo"}, ITEMTYPE_ITEM, 0x83, true, &ProgressiveBow, PROGRESSIVE_BOW);
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itemTable[PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{"Progressive Slingshot", "Lance-Pierre (prog.)", "Resortera progresiva"}, ITEMTYPE_ITEM, 0x84, true, &ProgressiveBulletBag, PROGRESSIVE_SLINGSHOT);
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itemTable[PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{"Progressive Wallet", "Bourse (prog.)", "Bolsa de rupias progresiva"}, ITEMTYPE_ITEM, 0x85, true, &ProgressiveWallet, PROGRESSIVE_WALLET);
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itemTable[PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{"Progressive Scale", "Écaille (prog.)", "Escama progresiva"}, ITEMTYPE_ITEM, 0x86, true, &ProgressiveScale, PROGRESSIVE_SCALE);
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itemTable[PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{"Progressive Nut Capacity", "Capacité de Noix (prog.)", "Capacidad de nueces deku progresiva"}, ITEMTYPE_ITEM, 0x87, false, &noVariable, PROGRESSIVE_NUT_UPGRADE);
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itemTable[PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{"Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Capacidad de palos deku progresiva"}, ITEMTYPE_ITEM, 0x88, false, &noVariable, PROGRESSIVE_STICK_UPGRADE);
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itemTable[PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{"Progressive Bombchu", "Missiles (prog.)", "Bombchus progresivos"}, ITEMTYPE_ITEM, 0x89, true, &Bombchus, PROGRESSIVE_BOMBCHUS);
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itemTable[PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{"Progressive Magic Meter", "Jauge de Magie (prog.)", "Poder mágico progresivo"}, ITEMTYPE_ITEM, 0x8A, true, &ProgressiveMagic, PROGRESSIVE_MAGIC_METER);
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itemTable[PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{"Progressive Ocarina", "Ocarina (prog.)", "Ocarina progresiva"}, ITEMTYPE_ITEM, 0x8B, true, &ProgressiveOcarina, PROGRESSIVE_OCARINA);
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itemTable[PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{"Progressive Goron Sword", "Épée Goron (prog.)", "Espada Goron progresiva"}, ITEMTYPE_ITEM, 0xD4, true, &ProgressiveGiantKnife, PROGRESSIVE_GORONSWORD);
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//Bottles
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itemTable[EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{"Empty Bottle", "Bouteille Vide", "Botella vacía"}, ITEMTYPE_ITEM, 0x0F, true, &Bottles, EMPTY_BOTTLE);
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itemTable[BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{"Bottle with Milk", "Bouteille avec du Lait", "Botella de leche Lon Lon"}, ITEMTYPE_ITEM, 0x14, true, &Bottles, BOTTLE_WITH_MILK);
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itemTable[BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{"Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Botella de poción roja"}, ITEMTYPE_ITEM, 0x8C, true, &Bottles, BOTTLE_WITH_RED_POTION);
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itemTable[BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{"Bottle with Green Potion", "Bouteille avec une Potion Verte", "Botella de poción verde"}, ITEMTYPE_ITEM, 0x8D, true, &Bottles, BOTTLE_WITH_GREEN_POTION);
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itemTable[BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{"Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Botella de poción azul"}, ITEMTYPE_ITEM, 0x8E, true, &Bottles, BOTTLE_WITH_BLUE_POTION);
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itemTable[BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{"Bottle with Fairy", "Bouteille avec une Fée", "Hada en una botella"}, ITEMTYPE_ITEM, 0x8F, true, &Bottles, BOTTLE_WITH_FAIRY);
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itemTable[BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{"Bottle with Fish", "Bouteille avec un Poisson", "Pez en una botella"}, ITEMTYPE_ITEM, 0x90, true, &Bottles, BOTTLE_WITH_FISH);
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itemTable[BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{"Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Botella de fuego azul"}, ITEMTYPE_ITEM, 0x91, true, &Bottles, BOTTLE_WITH_BLUE_FIRE);
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itemTable[BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{"Bottle with Bugs", "Bouteille avec des Insectes", "Insecto en una botella"}, ITEMTYPE_ITEM, 0x92, true, &Bottles, BOTTLE_WITH_BUGS);
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itemTable[BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{"Bottle with Poe", "Bouteille avec un Esprit", "Poe en una botella"}, ITEMTYPE_ITEM, 0x94, true, &Bottles, BOTTLE_WITH_POE);
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//Special bottles that can't immediately dump contents
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itemTable[RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{"Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Carta de Ruto"}, ITEMTYPE_ITEM, 0x15, true, &RutosLetter, RUTOS_LETTER);
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itemTable[BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{"Bottle with Big Poe", "Bouteille avec une Âme", "Gran Poe en una botella"}, ITEMTYPE_ITEM, 0x93, true, &BottleWithBigPoe, BOTTLE_WITH_BIG_POE);
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//Songs
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itemTable[ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{"Zelda's Lullaby", "Berceuse de Zelda", "Nana de Zelda"}, ITEMTYPE_SONG, 0xC1, true, &ZeldasLullaby, ZELDAS_LULLABY);
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itemTable[EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{"Epona's Song", "Chant d'Épona", "Canción de Epona"}, ITEMTYPE_SONG, 0xC2, true, &EponasSong, EPONAS_SONG);
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itemTable[SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{"Saria's Song", "Chant de Saria", "Canción de Saria"}, ITEMTYPE_SONG, 0xC3, true, &SariasSong, SARIAS_SONG);
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itemTable[SUNS_SONG] = Item(RG_SUNS_SONG, Text{"Sun's Song", "Chant du Soleil", "Canción del Sol"}, ITEMTYPE_SONG, 0xC4, true, &SunsSong, SUNS_SONG);
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itemTable[SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{"Song of Time", "Chant du Temps", "Canción del tiempo"}, ITEMTYPE_SONG, 0xC5, true, &SongOfTime, SONG_OF_TIME);
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itemTable[SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{"Song of Storms", "Chant des Tempêtes", "Canción de la tormenta"}, ITEMTYPE_SONG, 0xC6, true, &SongOfStorms, SONG_OF_STORMS);
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itemTable[MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{"Minuet of Forest", "Menuet des Bois", "Minueto del bosque"}, ITEMTYPE_SONG, 0xBB, true, &MinuetOfForest, MINUET_OF_FOREST);
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itemTable[BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{"Bolero of Fire", "Boléro du Feu", "Bolero del fuego"}, ITEMTYPE_SONG, 0xBC, true, &BoleroOfFire, BOLERO_OF_FIRE);
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itemTable[SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{"Serenade of Water", "Sérénade de l'Eau", "Serenata del agua"}, ITEMTYPE_SONG, 0xBD, true, &SerenadeOfWater, SERENADE_OF_WATER);
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itemTable[REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{"Requiem of Spirit", "Requiem des Esprits", "Réquiem del espíritu"}, ITEMTYPE_SONG, 0xBE, true, &RequiemOfSpirit, REQUIEM_OF_SPIRIT);
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itemTable[NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{"Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturno de la sombra"}, ITEMTYPE_SONG, 0xBF, true, &NocturneOfShadow, NOCTURNE_OF_SHADOW);
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itemTable[PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{"Prelude of Light", "Prélude de la Lumière", "Preludio de la luz"}, ITEMTYPE_SONG, 0xC0, true, &PreludeOfLight, PRELUDE_OF_LIGHT);
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//Maps and Compasses
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itemTable[DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{"Great Deku Tree Map", "Carte de l'Arbre Mojo", "Mapa del Gran Árbol Deku"}, ITEMTYPE_MAP, 0xA5, false, &noVariable, DEKU_TREE_MAP);
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itemTable[DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{"Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Mapa de la Cueva de los Dodongos"}, ITEMTYPE_MAP, 0xA6, false, &noVariable, DODONGOS_CAVERN_MAP);
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itemTable[JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{"Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Mapa de la tripa de Jabu-Jabu"}, ITEMTYPE_MAP, 0xA7, false, &noVariable, JABU_JABUS_BELLY_MAP);
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itemTable[FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{"Forest Temple Map", "Carte du Temple de la Forêt", "Mapa del Templo del Bosque"}, ITEMTYPE_MAP, 0xA8, false, &noVariable, FOREST_TEMPLE_MAP);
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itemTable[FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{"Fire Temple Map", "Carte du Temple du Feu", "Mapa del Templo del Fuego"}, ITEMTYPE_MAP, 0xA9, false, &noVariable, FIRE_TEMPLE_MAP);
|
||||
itemTable[WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{"Water Temple Map", "Carte du Temple de l'Eau", "Mapa del Templo del Agua"}, ITEMTYPE_MAP, 0xAA, false, &noVariable, WATER_TEMPLE_MAP);
|
||||
itemTable[SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{"Spirit Temple Map", "Carte du Temple de l'Esprit", "Mapa del Templo del Espíritu"}, ITEMTYPE_MAP, 0xAB, false, &noVariable, SPIRIT_TEMPLE_MAP);
|
||||
itemTable[SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{"Shadow Temple Map", "Carte du Temple de l'Ombre", "Mapa del Templo de la Sombra"}, ITEMTYPE_MAP, 0xAC, false, &noVariable, SHADOW_TEMPLE_MAP);
|
||||
itemTable[BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{"Bottom of the Well Map", "Carte du Puits", "Mapa del fondo del pozo"}, ITEMTYPE_MAP, 0xAD, false, &noVariable, BOTTOM_OF_THE_WELL_MAP);
|
||||
itemTable[ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{"Ice Cavern Map", "Carte de la Caverne Polaire", "Mapa de la caverna de hielo"}, ITEMTYPE_MAP, 0xAE, false, &noVariable, ICE_CAVERN_MAP);
|
||||
|
||||
itemTable[DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{"Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Brújula del Gran Árbol Deku"}, ITEMTYPE_COMPASS, 0x9B, false, &noVariable, DEKU_TREE_COMPASS);
|
||||
itemTable[DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{"Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Brújula de la Cueva de los Dodongos"}, ITEMTYPE_COMPASS, 0x9C, false, &noVariable, DODONGOS_CAVERN_COMPASS);
|
||||
itemTable[JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{"Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Brújula de la tripa de Jabu-Jabu"}, ITEMTYPE_COMPASS, 0x9D, false, &noVariable, JABU_JABUS_BELLY_COMPASS);
|
||||
itemTable[FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{"Forest Temple Compass", "Boussole du Temple de la Forêt", "Brújula del Templo del Bosque"}, ITEMTYPE_COMPASS, 0x9E, false, &noVariable, FOREST_TEMPLE_COMPASS);
|
||||
itemTable[FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{"Fire Temple Compass", "Boussole du Temple du Feu", "Brújula del Templo del Fuego"}, ITEMTYPE_COMPASS, 0x9F, false, &noVariable, FIRE_TEMPLE_COMPASS);
|
||||
itemTable[WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{"Water Temple Compass", "Boussole du Temple de l'Eau", "Brújula del Templo del Agua"}, ITEMTYPE_COMPASS, 0xA0, false, &noVariable, WATER_TEMPLE_COMPASS);
|
||||
itemTable[SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{"Spirit Temple Compass", "Boussole du Temple de l'Esprit", "Brújula del Templo del Espíritu"}, ITEMTYPE_COMPASS, 0xA1, false, &noVariable, SPIRIT_TEMPLE_COMPASS);
|
||||
itemTable[SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{"Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Brújula del Templo de las Sombras"}, ITEMTYPE_COMPASS, 0xA2, false, &noVariable, SHADOW_TEMPLE_COMPASS);
|
||||
itemTable[BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{"Bottom of the Well Compass", "Boussole du Puits", "Brújula del fondo del pozo"}, ITEMTYPE_COMPASS, 0xA3, false, &noVariable, BOTTOM_OF_THE_WELL_COMPASS);
|
||||
itemTable[ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{"Ice Cavern Compass", "Boussole de la Caverne Polaire", "Brújula de la caverna de hielo"}, ITEMTYPE_COMPASS, 0xA4, false, &noVariable, ICE_CAVERN_COMPASS);
|
||||
|
||||
//Boss Keys
|
||||
itemTable[FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{"Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Gran llave del Templo del Bosque"}, ITEMTYPE_BOSSKEY, 0x95, true, &BossKeyForestTemple, FOREST_TEMPLE_BOSS_KEY);
|
||||
itemTable[FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{"Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Gran llave del Templo del Fuego"}, ITEMTYPE_BOSSKEY, 0x96, true, &BossKeyFireTemple, FIRE_TEMPLE_BOSS_KEY);
|
||||
itemTable[WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{"Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Gran llave del Templo del Agua"}, ITEMTYPE_BOSSKEY, 0x97, true, &BossKeyWaterTemple, WATER_TEMPLE_BOSS_KEY);
|
||||
itemTable[SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{"Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Gran llave del Templo del Espíritu"}, ITEMTYPE_BOSSKEY, 0x98, true, &BossKeySpiritTemple, SPIRIT_TEMPLE_BOSS_KEY);
|
||||
itemTable[SHADOW_TEMPLE_BOSS_KEY] = Item(RG_SHADOW_TEMPLE_BOSS_KEY, Text{"Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Gran llave del Templo de las Sombras"}, ITEMTYPE_BOSSKEY, 0x99, true, &BossKeyShadowTemple, SHADOW_TEMPLE_BOSS_KEY);
|
||||
itemTable[GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{"Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Gran llave del Castillo de Ganon"}, ITEMTYPE_BOSSKEY, 0x9A, true, &BossKeyGanonsCastle, GANONS_CASTLE_BOSS_KEY);
|
||||
|
||||
//Small Keys
|
||||
itemTable[FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{"Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Llave del Templo del Bosque"}, ITEMTYPE_SMALLKEY, 0xAF, true, &ForestTempleKeys, FOREST_TEMPLE_SMALL_KEY);
|
||||
itemTable[FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{"Fire Temple Small Key", "Petite Clé du Temple du Feu", "Llave del Templo del Fuego"}, ITEMTYPE_SMALLKEY, 0xB0, true, &FireTempleKeys, FIRE_TEMPLE_SMALL_KEY);
|
||||
itemTable[WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{"Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Llave del Templo del Agua"}, ITEMTYPE_SMALLKEY, 0xB1, true, &WaterTempleKeys, WATER_TEMPLE_SMALL_KEY);
|
||||
itemTable[SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{"Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Llave del Templo del Espíritu"}, ITEMTYPE_SMALLKEY, 0xB2, true, &SpiritTempleKeys, SPIRIT_TEMPLE_SMALL_KEY);
|
||||
itemTable[SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{"Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Llave del Templo de las Sombras"}, ITEMTYPE_SMALLKEY, 0xB3, true, &ShadowTempleKeys, SHADOW_TEMPLE_SMALL_KEY);
|
||||
itemTable[BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{"Bottom of the Well Small Key", "Petite Clé du Puits", "Llave del fondo del pozo"}, ITEMTYPE_SMALLKEY, 0xB4, true, &BottomOfTheWellKeys, BOTTOM_OF_THE_WELL_SMALL_KEY);
|
||||
itemTable[GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{"Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Llave del Centro de Instrucción"}, ITEMTYPE_SMALLKEY, 0xB5, true, &GerudoTrainingGroundsKeys, GERUDO_TRAINING_GROUNDS_SMALL_KEY);
|
||||
itemTable[GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{"Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs","Llave de la Fortaleza Gerudo"}, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, &GerudoFortressKeys, GERUDO_FORTRESS_SMALL_KEY);
|
||||
itemTable[GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{"Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Llave del Castillo de Ganon"}, ITEMTYPE_SMALLKEY, 0xB7, true, &GanonsCastleKeys, GANONS_CASTLE_SMALL_KEY);
|
||||
itemTable[TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{"Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors","Llave del Cofre del Tesoro"}, ITEMTYPE_ITEM, 0xDE, true, &TreasureGameKeys, TREASURE_GAME_SMALL_KEY);
|
||||
|
||||
// Key Rings
|
||||
itemTable[FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{"Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Llavero del Templo del Bosque"}, ITEMTYPE_SMALLKEY, 0xD5, true, &ForestTempleKeys, FOREST_TEMPLE_KEY_RING);
|
||||
itemTable[FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{"Fire Temple Key Ring", "Trousseau du Temple du Feu", "Llavero del Templo del Fuego"}, ITEMTYPE_SMALLKEY, 0xD6, true, &FireTempleKeys, FIRE_TEMPLE_KEY_RING);
|
||||
itemTable[WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{"Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Llavero del Templo del Agua"}, ITEMTYPE_SMALLKEY, 0xD7, true, &WaterTempleKeys, WATER_TEMPLE_KEY_RING);
|
||||
itemTable[SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{"Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Llavero del Templo del Espíritu"}, ITEMTYPE_SMALLKEY, 0xD8, true, &SpiritTempleKeys, SPIRIT_TEMPLE_KEY_RING);
|
||||
itemTable[SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{"Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Llavero del Templo de las Sombras"}, ITEMTYPE_SMALLKEY, 0xD9, true, &ShadowTempleKeys, SHADOW_TEMPLE_KEY_RING);
|
||||
itemTable[BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{"Bottom of the Well Key Ring", "Trousseau du Puits", "Llavero del fondo del pozo"}, ITEMTYPE_SMALLKEY, 0xDA, true, &BottomOfTheWellKeys, BOTTOM_OF_THE_WELL_KEY_RING);
|
||||
itemTable[GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{"Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Llavero del Centro de Instrucción"}, ITEMTYPE_SMALLKEY, 0xDB, true, &GerudoTrainingGroundsKeys, GERUDO_TRAINING_GROUNDS_KEY_RING);
|
||||
itemTable[GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{"Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Llavero de la Fortaleza Gerudo"}, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, &GerudoFortressKeys, GERUDO_FORTRESS_KEY_RING);
|
||||
itemTable[GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{"Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Llavero del Castillo de Ganon"}, ITEMTYPE_SMALLKEY, 0xDD, true, &GanonsCastleKeys, GANONS_CASTLE_KEY_RING);
|
||||
|
||||
//Stones and Medallions
|
||||
itemTable[KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{"Kokiri's Emerald", "Émeraude Kokiri", "Esmeralda de los Kokiri"}, ITEMTYPE_DUNGEONREWARD, 0xCB, true, &KokiriEmerald, KOKIRI_EMERALD);
|
||||
itemTable[GORON_RUBY] = Item(RG_GORON_RUBY, Text{"Goron's Ruby", "Rubis Goron", "Rubí de los Goron"}, ITEMTYPE_DUNGEONREWARD, 0xCC, true, &GoronRuby, GORON_RUBY);
|
||||
itemTable[ZORA_SAPPHIRE] = Item(RG_ZORA_SAPPHIRE, Text{"Zora's Sapphire", "Saphir Zora", "Zafiro de los Zora"}, ITEMTYPE_DUNGEONREWARD, 0xCD, true, &ZoraSapphire, ZORA_SAPPHIRE);
|
||||
itemTable[FOREST_MEDALLION] = Item(RG_FOREST_MEDALLION, Text{"Forest Medallion", "Médaillon de la Forêt", "Medallón del Bosque"}, ITEMTYPE_DUNGEONREWARD, 0xCE, true, &ForestMedallion, FOREST_MEDALLION);
|
||||
itemTable[FIRE_MEDALLION] = Item(RG_FIRE_MEDALLION, Text{"Fire Medallion", "Médaillon du Feu", "Medallón del Fuego"}, ITEMTYPE_DUNGEONREWARD, 0xCF, true, &FireMedallion, FIRE_MEDALLION);
|
||||
itemTable[WATER_MEDALLION] = Item(RG_WATER_MEDALLION, Text{"Water Medallion", "Médaillon de l'Eau", "Medallón del Agua"}, ITEMTYPE_DUNGEONREWARD, 0xD0, true, &WaterMedallion, WATER_MEDALLION);
|
||||
itemTable[SPIRIT_MEDALLION] = Item(RG_SPIRIT_MEDALLION, Text{"Spirit Medallion", "Médaillon de l'Esprit", "Medallón del Espíritu"}, ITEMTYPE_DUNGEONREWARD, 0xD1, true, &SpiritMedallion, SPIRIT_MEDALLION);
|
||||
itemTable[SHADOW_MEDALLION] = Item(RG_SHADOW_MEDALLION, Text{"Shadow Medallion", "Médaillon de l'Ombre", "Medallón de la Sombra"}, ITEMTYPE_DUNGEONREWARD, 0xD2, true, &ShadowMedallion, SHADOW_MEDALLION);
|
||||
itemTable[LIGHT_MEDALLION] = Item(RG_LIGHT_MEDALLION, Text{"Light Medallion", "Médaillon de la Lumière", "Medallón de la Luz"}, ITEMTYPE_DUNGEONREWARD, 0xD3, true, &LightMedallion, LIGHT_MEDALLION);
|
||||
|
||||
//Generic Items
|
||||
itemTable[RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{"Recovery Heart", "Coeur de Vie", "Corazón"}, ITEMTYPE_ITEM, GI_HEART, false, &noVariable, RECOVERY_HEART);
|
||||
itemTable[GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{"Green Rupee", "Rubis Vert", "Rupia verde"}, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, &noVariable, GREEN_RUPEE);
|
||||
itemTable[GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{"Greg the Green Rupee", "Rubis Greg", "Rupia Greg"}, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, &Greg, GREG_RUPEE);
|
||||
itemTable[BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{"Blue Rupee", "Rubis Bleu", "Rupia azul"}, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, &noVariable, BLUE_RUPEE);
|
||||
itemTable[RED_RUPEE] = Item(RG_RED_RUPEE, Text{"Red Rupee", "Rubis Rouge", "Rupia roja"}, ITEMTYPE_ITEM, GI_RUPEE_RED, false, &noVariable, RED_RUPEE);
|
||||
itemTable[PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{"Purple Rupee", "Rubis Pourpre", "Rupia morada"}, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, &noVariable, PURPLE_RUPEE);
|
||||
itemTable[HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{"Huge Rupee", "Énorme Rubis", "Rupia gigante"}, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, &noVariable, HUGE_RUPEE);
|
||||
itemTable[PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{"Piece of Heart", "Quart de Coeur", "Pieza de corazón"}, ITEMTYPE_ITEM, GI_HEART_PIECE, true, &PieceOfHeart, PIECE_OF_HEART);
|
||||
itemTable[HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{"Heart Container", "Réceptacle de Coeur", "Contenedor de corazón"}, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2, true, &HeartContainer, HEART_CONTAINER);
|
||||
itemTable[ICE_TRAP] = Item(RG_ICE_TRAP, Text{"Ice Trap", "Piège de Glace", "Trampa de hielo"}, ITEMTYPE_ITEM, GI_ICE_TRAP, false, &noVariable, ICE_TRAP);
|
||||
itemTable[MILK] = Item(RG_MILK, Text{"Milk", "Lait", "Leche Lon Lon"}, ITEMTYPE_ITEM, GI_MILK, false, &noVariable, NONE);
|
||||
|
||||
//Refills
|
||||
itemTable[BOMBS_5] = Item(RG_BOMBS_5, Text{"Bombs (5)", "Bombes (5)", "Bombas (5)"}, ITEMTYPE_REFILL, GI_BOMBS_5, false, &noVariable, BOMBS_5);
|
||||
itemTable[BOMBS_10] = Item(RG_BOMBS_10, Text{"Bombs (10)", "Bombes (10)", "Bombas (10)"}, ITEMTYPE_REFILL, GI_BOMBS_10, false, &noVariable, BOMBS_10);
|
||||
itemTable[BOMBS_20] = Item(RG_BOMBS_20, Text{"Bombs (20)", "Bombes (20)", "Bombas (20)"}, ITEMTYPE_REFILL, GI_BOMBS_20, false, &noVariable, BOMBS_20);
|
||||
itemTable[BOMBCHU_5] = Item(RG_BOMBCHU_5, Text{"Bombchus (5)", "Missiles (5)", "Bombchus (5)"}, ITEMTYPE_REFILL, GI_BOMBCHUS_5, true, &Bombchus5, BOMBCHU_5);
|
||||
itemTable[BOMBCHU_10] = Item(RG_BOMBCHU_10, Text{"Bombchus (10)", "Missiles (10)", "Bombchus (10)"}, ITEMTYPE_REFILL, GI_BOMBCHUS_10, true, &Bombchus10, BOMBCHU_10);
|
||||
itemTable[BOMBCHU_20] = Item(RG_BOMBCHU_20, Text{"Bombchus (20)", "Missiles (20)", "Bombchus (20)"}, ITEMTYPE_REFILL, GI_BOMBCHUS_20, true, &Bombchus20, BOMBCHU_20);
|
||||
itemTable[BOMBCHU_DROP] = Item(RG_BOMBCHU_DROP, Text{"Bombchu Drop", "Drop Missiles", "Bombchus"}, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, &BombchuDrop, NONE);
|
||||
itemTable[ARROWS_5] = Item(RG_ARROWS_5, Text{"Arrows (5)", "Flèches (5)", "Flechas (5)"}, ITEMTYPE_REFILL, GI_ARROWS_SMALL, false, &noVariable, ARROWS_5);
|
||||
itemTable[ARROWS_10] = Item(RG_ARROWS_10, Text{"Arrows (10)", "Flèches (10)", "Flechas (10)"}, ITEMTYPE_REFILL, GI_ARROWS_MEDIUM, false, &noVariable, ARROWS_10);
|
||||
itemTable[ARROWS_30] = Item(RG_ARROWS_30, Text{"Arrows (30)", "Flèches (30)", "Flechas (30)"}, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, &noVariable, ARROWS_30);
|
||||
itemTable[DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{"Deku Nuts (5)", "Noix Mojo (5)", "Nueces deku (5)"}, ITEMTYPE_REFILL, GI_NUTS_5, false, &noVariable, DEKU_NUTS_5);
|
||||
itemTable[DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{"Deku Nuts (10)", "Noix Mojo (10)", "Nueces deku (10)"}, ITEMTYPE_REFILL, GI_NUTS_10, false, &noVariable, DEKU_NUTS_10);
|
||||
itemTable[DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{"Deku Seeds (30)", "Graines Mojo (30)", "Semillas deku (30)"}, ITEMTYPE_REFILL, GI_SEEDS_30, false, &noVariable, DEKU_SEEDS_30);
|
||||
itemTable[DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{"Deku Stick (1)", "Bâton Mojo (1)", "Palo deku (1)"}, ITEMTYPE_REFILL, GI_STICKS_1, false, &noVariable, DEKU_STICK_1);
|
||||
itemTable[RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{"Red Potion Refill", "Recharge de Potion Rouge", "Recarga de poción roja"}, ITEMTYPE_REFILL, GI_POTION_RED, false, &noVariable, NONE);
|
||||
itemTable[GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{"Green Potion Refill", "Recharge de Potion Verte", "Recarga de poción verde"}, ITEMTYPE_REFILL, GI_POTION_GREEN, false, &noVariable, NONE);
|
||||
itemTable[BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{"Blue Potion Refill", "Recharge de Potion Bleue", "Recarga de poción azul"}, ITEMTYPE_REFILL, GI_POTION_BLUE, false, &noVariable, NONE);
|
||||
|
||||
//Treasure Game
|
||||
itemTable[TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{"Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Pieza de corazón (Cofre del Tesoro)"}, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, &PieceOfHeart, TREASURE_GAME_HEART);
|
||||
itemTable[TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{"Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Rupia Verde (Cofre del Tesoro)"}, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE, false, &noVariable, TREASURE_GAME_GREEN_RUPEE);
|
||||
|
||||
//Shop Items price
|
||||
itemTable[BUY_DEKU_NUT_5] = Item(RG_BUY_DEKU_NUT_5, Text{"Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Comprar nueces deku (5)"}, ITEMTYPE_SHOP, 0x00, true, &Nuts, DEKU_NUTS_5, 15);
|
||||
itemTable[BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{"Buy Arrows (30)", "Acheter: Flèches (30)", "Comprar flechas (30)"}, ITEMTYPE_SHOP, 0x01, true, &BuyArrow, ARROWS_30, 60);
|
||||
itemTable[BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{"Buy Arrows (50)", "Acheter: Flèches (50)", "Comprar flechas (50)"}, ITEMTYPE_SHOP, 0x02, true, &BuyArrow, ARROWS_30, 90);
|
||||
itemTable[BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{"Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Comprar bombas (5) [25]"}, ITEMTYPE_SHOP, 0x03, true, &BuyBomb, BOMBS_5, 25);
|
||||
itemTable[BUY_DEKU_NUT_10] = Item(RG_BUY_DEKU_NUT_10, Text{"Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Comprar Nueces deku (10)"}, ITEMTYPE_SHOP, 0x04, true, &Nuts, DEKU_NUTS_10, 30);
|
||||
itemTable[BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{"Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Comprar palos deku (1)"}, ITEMTYPE_SHOP, 0x05, true, &Sticks, DEKU_STICK_1, 10);
|
||||
itemTable[BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{"Buy Bombs (10)", "Acheter: Bombes (10)", "Comprar Bombas (10)"}, ITEMTYPE_SHOP, 0x06, true, &BuyBomb, BOMBS_10, 50);
|
||||
itemTable[BUY_FISH] = Item(RG_BUY_FISH, Text{"Buy Fish", "Acheter: Poisson", "Comprar pez"}, ITEMTYPE_SHOP, 0x07, true, &FishAccess, BOTTLE_WITH_FISH, 200);
|
||||
itemTable[BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{"Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Comprar poción roja [30]"}, ITEMTYPE_SHOP, 0x08, false, &noVariable, BOTTLE_WITH_RED_POTION, 30);
|
||||
itemTable[BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{"Buy Green Potion", "Acheter: Potion Verte", "Comprar poción verde"}, ITEMTYPE_SHOP, 0x09, true, &BuyGPotion, BOTTLE_WITH_GREEN_POTION, 30);
|
||||
itemTable[BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{"Buy Blue Potion", "Acheter: Potion Bleue", "Comprar poción azul"}, ITEMTYPE_SHOP, 0x0A, true, &BuyBPotion, BOTTLE_WITH_BLUE_POTION, 100);
|
||||
itemTable[BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{"Buy Hylian Shield", "Acheter: Bouclier Hylien", "Comprar escudo hyliano"}, ITEMTYPE_SHOP, 0x0C, true, &HylianShield, HYLIAN_SHIELD, 80);
|
||||
itemTable[BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{"Buy Deku Shield", "Acheter: Bouclier Mojo", "Comprar escudo deku"}, ITEMTYPE_SHOP, 0x0D, true, &DekuShield, DEKU_SHIELD, 40);
|
||||
itemTable[BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{"Buy Goron Tunic", "Acheter: Tunique Goron", "Comprar sayo goron"}, ITEMTYPE_SHOP, 0x0E, true, &GoronTunic, GORON_TUNIC, 200);
|
||||
itemTable[BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{"Buy Zora Tunic", "Acheter: Tunique Zora", "Comprar sayo zora"}, ITEMTYPE_SHOP, 0x0F, true, &ZoraTunic, ZORA_TUNIC, 300);
|
||||
itemTable[BUY_HEART] = Item(RG_BUY_HEART, Text{"Buy Heart", "Acheter: Coeur de Vie", "Comprar corazón"}, ITEMTYPE_SHOP, 0x10, false, &noVariable, RECOVERY_HEART, 10);
|
||||
itemTable[BUY_BOMBCHU_10] = Item(RG_BUY_BOMBCHU_10, Text{"Buy Bombchu (10)", "Acheter: Missiles (10)", "Comprar bombchus (10)"}, ITEMTYPE_SHOP, 0x15, true, &BuyBombchus10, BOMBCHU_10, 99);
|
||||
itemTable[BUY_BOMBCHU_20] = Item(RG_BUY_BOMBCHU_20, Text{"Buy Bombchu (20)", "Acheter: Missiles (20)", "Comprar bombchus (20)"}, ITEMTYPE_SHOP, 0x16, true, &BuyBombchus20, BOMBCHU_20, 180);
|
||||
itemTable[BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{"Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Comprar semillas deku (30)"}, ITEMTYPE_SHOP, 0x1D, true, &BuySeed, DEKU_SEEDS_30, 30);
|
||||
itemTable[SOLD_OUT] = Item(RG_SOLD_OUT, Text{"Sold Out", "Rupture de stock", "Vendido"}, ITEMTYPE_SHOP, 0x26, false, &noVariable, NONE, 0);
|
||||
itemTable[BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{"Buy Blue Fire", "Acheter: Flamme Bleue", "Comprar fuego azul"}, ITEMTYPE_SHOP, 0x27, true, &BlueFireAccess, BOTTLE_WITH_BLUE_FIRE, 300);
|
||||
itemTable[BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{"Buy Bottle Bug", "Acheter: Insecte en bouteille", "Comprar bichos"}, ITEMTYPE_SHOP, 0x28, true, &BugsAccess, BOTTLE_WITH_BUGS, 50);
|
||||
itemTable[BUY_POE] = Item(RG_BUY_POE, Text{"Buy Poe", "Acheter: Esprit", "Comprar Poe"}, ITEMTYPE_SHOP, 0x2A, false, &noVariable, BOTTLE_WITH_BIG_POE, 30);
|
||||
itemTable[BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{"Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Comprar hada"}, ITEMTYPE_SHOP, 0x2B, true, &FairyAccess, BOTTLE_WITH_FAIRY, 50);
|
||||
itemTable[BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{"Buy Arrows (10)", "Acheter: Flèches (10)", "Comprar flechas (10)"}, ITEMTYPE_SHOP, 0x2C, true, &BuyArrow, ARROWS_10, 20);
|
||||
itemTable[BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{"Buy Bombs (20)", "Acheter: Bombes (20)", "Comprar bombas (20)"}, ITEMTYPE_SHOP, 0x2D, true, &BuyBomb, BOMBS_20, 80);
|
||||
itemTable[BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{"Buy Bombs (30)", "Acheter: Bombes (30)", "Comprar bombas (30)"}, ITEMTYPE_SHOP, 0x2E, true, &BuyBomb, BOMBS_20, 120);
|
||||
itemTable[BUY_BOMBS_535] = Item(RG_BUY_BOMBS_535, Text{"Buy Bombs (5) [35]", "Acheter: Bombes (5) [35]", "Comprar bombas (5) [35]"}, ITEMTYPE_SHOP, 0x2F, true, &BuyBomb, BOMBS_5, 35);
|
||||
itemTable[BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{"Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Comprar poción roja [40]"}, ITEMTYPE_SHOP, 0x30, false, &noVariable, BOTTLE_WITH_RED_POTION, 40);
|
||||
itemTable[BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{"Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Comprar poción roja [50]"}, ITEMTYPE_SHOP, 0x31, false, &noVariable, BOTTLE_WITH_RED_POTION, 50);
|
||||
|
||||
itemTable[TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{"Triforce Piece", "Triforce Piece", "Triforce Piece"}, ITEMTYPE_ITEM, 0xDF, true, &TriforcePieces, TRIFORCE_PIECE);
|
||||
itemTable[TRIFORCE] = Item(RG_TRIFORCE, Text{"Triforce", "Triforce", "Trifuerza"}, ITEMTYPE_EVENT, GI_RUPEE_RED_LOSE, false, &noVariable, NONE);
|
||||
itemTable[HINT] = Item(RG_HINT, Text{"Hint", "Indice", "Pista"}, ITEMTYPE_EVENT, GI_RUPEE_BLUE_LOSE, false, &noVariable, NONE);
|
||||
|
||||
//Boss Souls
|
||||
itemTable[GOHMA_BOSS_SOUL] = Item(RG_GOHMA_SOUL, Text{"Gohma's Soul", "Ame de Gohma", "Alma de Gohma"}, ITEMTYPE_ITEM, 0xE1, true, &CanSummonGohma, NONE);
|
||||
itemTable[KING_DODONGO_BOSS_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{"King Dodongo's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE2, true, &CanSummonKingDodongo, NONE);
|
||||
itemTable[BARINADE_BOSS_SOUL] = Item(RG_BARINADE_SOUL, Text{"Barinade's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE3, true, &CanSummonBarinade, NONE);
|
||||
itemTable[PHANTOM_GANON_BOSS_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{"Phantom Ganon's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE4, true, &CanSummonPhantomGanon, NONE);
|
||||
itemTable[VOLVAGIA_BOSS_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{"Volvagia's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE5, true, &CanSummonVolvagia, NONE);
|
||||
itemTable[MORPHA_BOSS_SOUL] = Item(RG_MORPHA_SOUL, Text{"Morpha's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE6, true, &CanSummonMorpha, NONE);
|
||||
itemTable[BONGO_BONGO_BOSS_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{"Bongo Bongo's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE7, true, &CanSummonBongoBongo, NONE);
|
||||
itemTable[TWINROVA_BOSS_SOUL] = Item(RG_TWINROVA_SOUL, Text{"Twinrova's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE8, true, &CanSummonTwinrova, NONE);
|
||||
itemTable[GANON_BOSS_SOUL] = Item(RG_GANON_SOUL, Text{"Ganon's Soul", "Ame de ", "Alma de "}, ITEMTYPE_ITEM, 0xE9, true, &CanSummonGanon, NONE);
|
||||
|
||||
// itemTable[HOOKSHOT] = Item(RG_HOOKSHOT, Text{"Hookshot", "Grappin", "Gancho"}, ITEMTYPE_ITEM, 0x80, true, &ProgressiveHookshot, HOOKSHOT);
|
||||
// itemTable[LONGSHOT] = Item(RG_LONGSHOT, Text{"Longshot", "Super-Grappin", "Supergancho"}, ITEMTYPE_ITEM, 0x80, true, &ProgressiveHookshot, LONGSHOT);
|
||||
// itemTable[FAIRY_OCARINA] = Item(RG_FAIRY_OCARINA, Text{"Fairy Ocarina", "Ocarina des fées", "Ocarina de las Hadas"}, ITEMTYPE_ITEM, 0x8B, true, &ProgressiveOcarina, FAIRY_OCARINA);
|
||||
// itemTable[OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{"Ocarina of Time", "Ocarina du Temps", "Ocarina del Tiempo"}, ITEMTYPE_ITEM, 0x8B, true, &ProgressiveOcarina, OCARINA_OF_TIME);
|
||||
// itemTable[BOMB_BAG] = Item(RG_BOMB_BAG, Text{"Bomb Bag", "Sac de Bombes", "Saco de bombas"}, ITEMTYPE_ITEM, 0x82, true, &ProgressiveBombBag, BOMB_BAG);
|
||||
// itemTable[BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{"Big Bomb Bag", "Grand Sac de Bombes", "Saco de bombas grande"}, ITEMTYPE_ITEM, 0x82, true, &ProgressiveBombBag, BIG_BOMB_BAG);
|
||||
// itemTable[BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{"Biggest Bomb Bag", "Énorme Sac de Bombes", "Saco de bombas gigante"}, ITEMTYPE_ITEM, 0x82, true, &ProgressiveBombBag, BIGGEST_BOMB_BAG);
|
||||
// itemTable[FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{"Fairy Bow", "Arc des Fées", "Arco de las Hadas"}, ITEMTYPE_ITEM, 0x83, true, &ProgressiveBow, FAIRY_BOW);
|
||||
// itemTable[BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{"Big Quiver", "Grand carquois", "Carcaj grande"}, ITEMTYPE_ITEM, 0x83, true, &ProgressiveBow, BIG_QUIVER);
|
||||
// itemTable[BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{"Biggest Quiver", "Énorme carquois", "Carcaj gigante"}, ITEMTYPE_ITEM, 0x83, true, &ProgressiveBow, BIGGEST_QUIVER);
|
||||
// itemTable[FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{"Fairy Slingshot", "Lance-Pierre des Fées", "Resortera de las hadas"}, ITEMTYPE_ITEM, 0x84, true, &ProgressiveBulletBag, FAIRY_SLINGSHOT);
|
||||
// itemTable[BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{"Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Bolsa de semillas deku grande"}, ITEMTYPE_ITEM, 0x84, true, &ProgressiveBulletBag, BIG_BULLET_BAG);
|
||||
// itemTable[BIGGEST_BULLET_BAD] = Item(RG_BIGGEST_BULLET_BAD, Text{"Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Bolsa de semillas deku gigante"}, ITEMTYPE_ITEM, 0x84, true, &ProgressiveBulletBag, BIGGEST_BULLET_BAD);
|
||||
// itemTable[GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{"Goron's Bracelet", "Bracelet Goron", "Brazalete de los Goron"}, ITEMTYPE_ITEM, 0x81, true, &ProgressiveStrength, GORONS_BRACELET);
|
||||
// itemTable[SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{"Silver Gauntlets", "Gantelets d'argent", "Guantes de plata"}, ITEMTYPE_ITEM, 0x81, true, &ProgressiveStrength, SILVER_GAUNTLETS);
|
||||
// itemTable[GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{"Golden Gauntlets", "Gantelets d'or", "Guantes de oro"}, ITEMTYPE_ITEM, 0x81, true, &ProgressiveStrength, GOLDEN_GAUNTLETS);
|
||||
// itemTable[SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{"Silver Scale", "Écaille d'argent", "Escama de Plata"}, ITEMTYPE_ITEM, 0x86, true, &ProgressiveScale, SILVER_SCALE);
|
||||
// itemTable[GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{"Golden Scale", "Écaille d'or", "Escama de Oro"}, ITEMTYPE_ITEM, 0x86, true, &ProgressiveScale, GOLDEN_SCALE);
|
||||
// itemTable[ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{"Adult Wallet", "Grande Bourse", "Bolsa de adulto"}, ITEMTYPE_ITEM, 0x85, true, &ProgressiveWallet, ADULT_WALLET);
|
||||
// itemTable[GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{"Giant Wallet", "Bourse de Géant", "Bolsa gigante"}, ITEMTYPE_ITEM, 0x85, true, &ProgressiveWallet, GIANT_WALLET);
|
||||
// itemTable[TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{"Tycoon Wallet", "Bourse de Magnat", "Bolsa de ricachón"}, ITEMTYPE_ITEM, 0x85, true, &ProgressiveWallet, TYCOON_WALLET);
|
||||
// itemTable[DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{"Deku Nut Capacity (30)", "Capacité de noix Mojo (20)", "Capacidad de nueces deku (40)"}, ITEMTYPE_ITEM, 0x87, false, &noVariable, DEKU_NUT_CAPACITY_30);
|
||||
// itemTable[DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{"Deku Nut Capacity (40)", "Capacité de noix Mojo (30)", "Capacidad de nueces deku (50)"}, ITEMTYPE_ITEM, 0x87, false, &noVariable, DEKU_NUT_CAPACITY_40);
|
||||
// itemTable[DEKU_NUT_CAPACITY_20] = Item(RG_DEKU_NUT_CAPACITY_20, Text{"Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Capacidad de palos deku (20)"}, ITEMTYPE_ITEM, 0x88, false, &noVariable, DEKU_NUT_CAPACITY_20);
|
||||
// itemTable[DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{"Deku Nut Capacity (30)", "Capacité de noix Mojo (20)", "Capacidad de nueces deku (40)"}, ITEMTYPE_ITEM, 0x88, false, &noVariable, DEKU_NUT_CAPACITY_30);
|
||||
// itemTable[MAGIC_METER] = Item(RG_MAGIC_METER, Text{"Magic Meter", "Jauge de Magie", "Poder mágico"}, ITEMTYPE_ITEM, 0x8A, true, &ProgressiveMagic, MAGIC_METER);
|
||||
// itemTable[ENHANCED_MAGIC_METER] = Item(RG_ENHANCED_MAGIC_METER, Text{"Enhanced Magic Meter", "Jauge de Magie améliorée", "Poder mágico mejorado"}, ITEMTYPE_ITEM, 0x8A, true, &ProgressiveMagic, ENHANCED_MAGIC_METER);
|
||||
|
||||
}
|
||||
|
||||
Item& ItemTable(const uint32_t itemKey) {
|
||||
return itemTable[itemKey];
|
||||
}
|
||||
|
||||
Item& ItemFromGIID(const int giid) {
|
||||
uint32_t index = 0;
|
||||
while (index < KEY_ENUM_MAX) {
|
||||
if (itemTable[index].GetItemID() == giid) {
|
||||
return itemTable[index];
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
// there are vanilla items that don't exist in the item table we're reading from here
|
||||
// if we made it this far, it means we didn't find an item in the table
|
||||
// if we don't return anything, the game will crash, so, as a workaround, return greg
|
||||
return itemTable[GREEN_RUPEE];
|
||||
}
|
||||
|
||||
//This function should only be used to place items containing hint text
|
||||
//at gossip stone locations.
|
||||
void NewItem(const uint32_t itemKey, const Item item) {
|
||||
if (itemKey <= BUY_RED_POTION_50) {
|
||||
printf("\x1b[25;0HWARNING: ATTEMPTED TO OVERWRITE ITEM %lu\n", itemKey);
|
||||
return;
|
||||
}
|
||||
|
||||
itemTable[itemKey] = item;
|
||||
}
|
||||
|
||||
std::array<Item, KEY_ENUM_MAX>* GetFullItemTable_() {
|
||||
return &itemTable;
|
||||
}
|
||||
|
@ -821,16 +821,16 @@ void GenerateItemPool() {
|
||||
}
|
||||
|
||||
if (ShuffleBossSouls.IsNot(BOSSSOULS_OFF)) {
|
||||
AddItemToMainPool(GOHMA_BOSS_SOUL);
|
||||
AddItemToMainPool(KING_DODONGO_BOSS_SOUL);
|
||||
AddItemToMainPool(BARINADE_BOSS_SOUL);
|
||||
AddItemToMainPool(PHANTOM_GANON_BOSS_SOUL);
|
||||
AddItemToMainPool(VOLVAGIA_BOSS_SOUL);
|
||||
AddItemToMainPool(MORPHA_BOSS_SOUL);
|
||||
AddItemToMainPool(BONGO_BONGO_BOSS_SOUL);
|
||||
AddItemToMainPool(TWINROVA_BOSS_SOUL);
|
||||
AddItemToMainPool(RG_GOHMA_SOUL);
|
||||
AddItemToMainPool(RG_KING_DODONGO_SOUL);
|
||||
AddItemToMainPool(RG_BARINADE_SOUL);
|
||||
AddItemToMainPool(RG_PHANTOM_GANON_SOUL);
|
||||
AddItemToMainPool(RG_VOLVAGIA_SOUL);
|
||||
AddItemToMainPool(RG_MORPHA_SOUL);
|
||||
AddItemToMainPool(RG_BONGO_BONGO_SOUL);
|
||||
AddItemToMainPool(RG_TWINROVA_SOUL);
|
||||
if (ShuffleBossSouls.Is(BOSSSOULS_ON_PLUS_GANON)) {
|
||||
AddItemToMainPool(GANON_BOSS_SOUL);
|
||||
AddItemToMainPool(RG_GANON_SOUL);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -478,9 +478,6 @@ namespace Logic {
|
||||
if (ShuffleBossSouls.Is(BOSSSOULS_OFF)) {
|
||||
return true;
|
||||
}
|
||||
if (ShuffleBossSouls.IsNot(BOSSSOULS_ON_PLUS_GANON) && itemName == RG_GANON_SOUL) {
|
||||
return true;
|
||||
}
|
||||
return (itemName == RG_GOHMA_SOUL && CanSummonGohma) ||
|
||||
(itemName == RG_KING_DODONGO_SOUL && CanSummonKingDodongo) ||
|
||||
(itemName == RG_BARINADE_SOUL && CanSummonBarinade) ||
|
||||
@ -489,7 +486,7 @@ namespace Logic {
|
||||
(itemName == RG_MORPHA_SOUL && CanSummonMorpha) ||
|
||||
(itemName == RG_MORPHA_SOUL && CanSummonBongoBongo) ||
|
||||
(itemName == RG_TWINROVA_SOUL && CanSummonTwinrova) ||
|
||||
(ShuffleBossSouls.Is(BOSSSOULS_ON_PLUS_GANON) && (itemName == RG_GANON_SOUL && CanSummonGanon));
|
||||
(itemName == RG_GANON_SOUL && CanSummonGanon);
|
||||
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user