1697 lines
166 KiB
C++
1697 lines
166 KiB
C++
#include "setting_descriptions.hpp"
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//Setting descriptions are mostly copied from OoT Randomizer tooltips with minor edits
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/*------------------------------
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| RANDOMIZE SETTINGS | *SCREEN WIDTH*
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------------------------------*/ /*--------------------------------------------------*/
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string_view openRandomize = "Randomize all Open Settings."; //
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string_view worldRandomize = "Randomize all World Settings except for MQ\n" //
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"dungeons."; //
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string_view shuffleRandomize = "Randomize all Shuffle Settings."; //
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string_view dungeonRandomize = "Randomize all Dungeon Shuffle Settings."; //
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//
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/*------------------------------ //
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| LOGIC | //
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------------------------------*/ //
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string_view logicGlitchless = "No glitches are required, but may require some\n" //
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"minor tricks. Add minor tricks to consider for\n" //
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"logic in Logical Tricks."; //
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string_view logicGlitched = "The glitches you enable at the set difficulty\n" //
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"or below may be required.\n" //
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"\n" //
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"In development, but still usable."; //
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string_view logicNoLogic = "Maximize randomization, All locations are\n" //
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"considered available. MAY BE IMPOSSIBLE TO BEAT.";//
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string_view logicVanilla = "For those who want to play the game normally but\n"
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"with the improvements of the randomizer. All\n" //
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"locations will contain their vanilla items. This\n"
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"supercedes all item shuffle, logic, hint, and\n" //
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"item pool settings. You can still use non-vanilla\n"
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"world settings such as adult start or entrance\n" //
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"shuffle, but the game may require glitches to\n" //
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"complete if you do."; //
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/*------------------------------ //
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| FOREST | //
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------------------------------*/ //
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string_view forestOpen = "Mido no longer blocks the path to the Deku Tree,\n"
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"and the Kokiri boy no longer blocks the path out\n"
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"of the forest."; //
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string_view forestClosed = "Beating Deku Tree is logically required to leave\n"
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"the forest area (Kokiri Forest/Lost Woods/Sacred\n"
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"Forest Meadow/Deku Tree), while the Kokiri Sword\n"
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"and a Deku Shield are required to access the Deku\n"
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"Tree. Items needed for this will be guaranteed\n" //
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"inside the forest area. This setting is\n" //
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"incompatible with starting as adult."; //
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string_view forestClosedDeku = "The Kokiri boy no longer blocks the path out of\n"//
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"the forest, but Mido still blocks the path to the\n"
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"Deku Tree, requiring Kokiri Sword and Deku Shield\n"
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"to access the Deku Tree."; //
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/*------------------------------ //
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| KAKARIKO GATE | //
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------------------------------*/ //
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string_view kakGateOpen = "The gate is always open instead of needing\n" //
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"Zelda's Letter. The Happy Mask Shop opens upon\n" //
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"obtaining Zelda's Letter without needing to show\n"
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"it to the guard."; //
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string_view kakGateClosed = "The gate and the Happy Mask Shop both remain\n" //
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"closed until showing Zelda's Letter to the guard\n"
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"in Kakariko."; //
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/*------------------------------ //
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| DOOR OF TIME | //
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------------------------------*/ //
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string_view doorOfTimeOpen = "The Door of Time starts opened instead of needing\n"
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"to play the Song of Time."; //
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string_view doorOfTimeClosed = "Only an Ocarina and the Song of Time need to be\n"//
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"found to open the Door of Time."; //
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string_view doorOfTimeIntended = "The Ocarina of Time, the Song of Time, and\n" //
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"all Spiritual Stones need to be found to\n" //
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"open the Door of Time."; //
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/*------------------------------ //
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| ZORA'S FOUNTAIN | //
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------------------------------*/ //
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string_view fountainNormal = "King Zora obstructs the way to Zora's Fountain.\n"//
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"Ruto's Letter must be shown as child in order to\n"
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"move him for both eras."; //
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string_view fountainAdult = "King Zora is always moved in the adult era. This\n"
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"means Ruto's Letter is only required to access\n" //
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"Zora's Fountain as child."; //
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string_view fountainOpen = "King Zora starts as moved in both the child and\n"//
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"adult eras. This also removes Ruto's Letter from\n"
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"the pool since it can't be used."; //
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/*------------------------------ //
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| GERUDO FORTRESS | //
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------------------------------*/ //
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string_view gerudoNormal = "All 4 carpenters can be rescued."; //
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string_view gerudoFast = "Only the bottom left carpenter must be rescued."; //
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string_view gerudoOpen = "The carpenters are rescued from the start of the\n"
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"game, and if Shuffle Gerudo Card is disabled,\n" //
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"the player starts with the Gerudo Card in the\n" //
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"inventory allowing access to Gerudo Training\n" //
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"Grounds."; //
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/*------------------------------ //
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| RAINBOW BRIDGE | //
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------------------------------*/ //
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string_view bridgeOpen = "The Rainbow Bridge is always present."; //
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string_view bridgeVanilla = "The Rainbow Bridge requires Shadow and Spirit\n" //
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"Medallions as well as Light Arrows."; //
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string_view bridgeStones = "The Rainbow Bridge requires collecting a\n" //
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"configurable number of Spiritual Stones."; //
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string_view bridgeMedallions = "The Rainbow Bridge requires collecting a\n" //
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"configurable number of Medallions."; //
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string_view bridgeRewards = "The Rainbow Bridge requires collecting a\n" //
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"configurable number of Dungeon Rewards."; //
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string_view bridgeDungeons = "The Rainbow Bridge requires completing a\n" //
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"configurable number of Dungeons.\n" //
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"\n" //
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"Dungeons are considered complete when Link steps\n"
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"into the blue warp at the end of them."; //
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string_view bridgeTokens = "The Rainbow Bridge requires collecting a\n" //
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"configurable number of Gold Skulltula Tokens."; //
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/*------------------------------ //
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| BRIDGE CONDITIONS | //
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------------------------------*/ //
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string_view bridgeStoneCountDesc = "Set the number of Spiritual Stones required to\n" //
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"spawn the Rainbow Bridge."; //
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string_view bridgeMedallionCountDesc = "Set the number of Medallions required to spawn the"
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"Rainbow Bridge."; //
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string_view bridgeRewardCountDesc = "Set the number of Dungeon Rewards (Spiritual\n" //
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"Stones and Medallions) required to spawn the\n" //
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"Rainbow Bridge."; //
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string_view bridgeDungeonCountDesc = "Set the number of completed dungeons required to\n"
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"spawn the Rainbow Bridge."; //
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string_view bridgeTokenCountDesc = "Set the number of Gold Skulltula Tokens required\n"
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"to spawn the Rainbow Bridge."; //
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/*------------------------------ //
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| RANDOM GANONS TRIALS | //
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------------------------------*/ //
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string_view randomGanonsTrialsDesc = "Sets a random number of required trials to enter\n"
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"Ganon's Tower."; //
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/*------------------------------ //
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| GANON'S TRIAL COUNT | //
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------------------------------*/ //
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string_view ganonsTrialCountDesc = "Set the number of trials required to enter\n" //
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"Ganon's Tower. Trials will be randomly selected.";//
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/*------------------------------ //
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| STARTING AGE | //
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------------------------------*/ //
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string_view ageDesc = "Choose which age Link will start as.\n" //
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"\n" //
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"Starting as adult means you start with the Master\n"
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"Sword in your inventory.\n" //
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"\n" //
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"Only the child option is compatible with Closed\n"//
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"Forest."; //
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/*------------------------------ //
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| SHUFFLE ENTRANCES | //
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------------------------------*/ //
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string_view shuffleEntrancesDesc = "Shuffle where the entrances between areas lead to."
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"If turned on, select which kinds of entrances you\n"
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"want shuffled in the options below. Note that some"
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"types of entrances can have wildly varying\n" //
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"generation times."; //
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//
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/*------------------------------ //
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| DUNGEON ENTRANCES | //
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------------------------------*/ //
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string_view dungeonEntrancesDesc = "Shuffle the pool of dungeon entrances, including\n"
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"Bottom of the Well, Ice Cavern, and Gerudo\n" //
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"Training Grounds. Shuffling Ganon's Castle can\n" //
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"be enabled separately.\n" //
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"\n" //
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"Additionally, the entrances of Deku Tree, Fire\n" //
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"Temple, Bottom of the Well and Gerudo Training\n" //
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"Ground are opened for both adult and child."; //
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/*------------------------------ //
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| OVERWORLD ENTRANCES | //
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------------------------------*/ //
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string_view overworldEntrancesDesc = "Shuffle the pool of Overworld entrances, which\n" //
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"corresponds to almost all loading zones between\n"//
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"Overworld areas.\n" //
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"\n" //
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"Some entrances are unshuffled to avoid issues:\n" //
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"- Hyrule Castle Courtyard and Garden entrance\n" //
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"- Both Market Back Alley entrances\n" //
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"- Gerudo Valley to Lake Hylia (unless entrances\n"//
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" are decoupled)"; //
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/*------------------------------ //
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| INTERIOR ENTRANCES | //
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------------------------------*/ //
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string_view interiorEntrancesOff = "Interior entrances will not be shuffled."; //
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string_view interiorEntrancesSimple = "Shuffle the pool of interior entrances which\n" //
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"contains most Houses and all Great Fairies."; //
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string_view interiorEntrancesAll = "An extended version of 'Simple' with some extra\n"//
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"places:\n" //
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"- Windmill\n" //
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"- Link's House\n" //
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"- Temple of Time\n" //
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"- Kakariko Potion Shop."; //
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/*------------------------------ //
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| GROTTO ENTRANCES | //
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------------------------------*/ //
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string_view grottoEntrancesDesc = "Shuffle the pool of grotto entrances, including\n"//
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"all graves, small Fairy Fountains and the Lost\n" //
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"Woods Stage."; //
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/*------------------------------ //
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| BOMBCHUS IN LOGIC | //
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------------------------------*/ //
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string_view bombchuLogicDesc = "Bombchus are properly considered in logic.\n" //
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"They can be replenished in shops, or through\n" //
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"bombchu drops, if those are enabled.\n" //
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"\n" //
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"Bombchu Bowling is opened by bombchus."; //
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/*------------------------------ //
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| AMMO DROPS | //
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------------------------------*/ //
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string_view defaultAmmoDropsDesc = "Bombs, arrows, seeds, nuts, sticks and\n" //
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"magic jars appear as normal.\n"; //
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string_view bombchuDropsDesc = "Bombs, arrows, seeds, nuts, sticks and\n" //
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"magic jars appear as normal.\n" //
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"Bombchus can sometimes replace bomb drops."; //
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string_view noAmmoDropsDesc = "All ammo drops will be replaced by blue rupees,\n"//
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"except for Deku Sticks.\n" //
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"Ammo upgrades will only refill ammo by 10 units.";//
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/*------------------------------ //
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| HEART DROPS AND REFILLS | //
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------------------------------*/ //
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string_view defaultHeartDropsDesc = "Heart drops will appear as normal.\n" //
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"Health upgrades fully heal Link when picked up.\n"//
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"Fairies heal Link as normal."; //
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string_view noHeartDropsDesc = "Heart drops will be replaced by green rupees.\n" //
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"Health upgrades fully heal Link when picked up.\n"//
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"Fairies heal Link as normal."; //
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string_view noHeartRefillDesc = "Heart drops will appear as normal.\n" //
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"Health upgrades don't heal Link when picked up.\n"//
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"Fairies heal Link by only 3 hearts."; //
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string_view scarceHeartsDesc = "Heart drops will be replaced by green rupees.\n" //
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"Health upgrades don't heal Link when picked up.\n"//
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"Fairies heal Link by only 3 hearts."; //
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/*------------------------------ //
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| MQ DUNGEON COUNT | //
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------------------------------*/ //
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string_view mqDungeonCountDesc = "Specify the number of Master Quest dungeons to\n" //
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"appear in the game. Which dungeons become Master\n"
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"Quest will be chosen at random."; //
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/*------------------------------ //
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| SET MQ DUNGEONS | //
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------------------------------*/ //
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string_view setDungeonTypesDesc = "If set, you can choose specific dungeons to be\n" //
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"vanilla, MQ, or random"; //
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/*------------------------------ //
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| SHUFFLE DUNGEON REWARDS | //
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------------------------------*/ //
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string_view shuffleRewardsEndOfDungeon= "Medallions and Spiritual Stones will be given as\n"
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"rewards for beating dungeons.\n" //
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"\n" //
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"This setting will force Link's Pocket to be a\n" //
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"Medallion or Spiritual Stone."; //
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string_view shuffleRewardsAnyDungeon = "Medallions and Spiritual Stones can only appear\n"//
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"inside of dungeons."; //
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string_view shuffleRewardsOverworld = "Medallions and Spiritual Stones can only appear\n"//
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"outside of dungeons."; //
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string_view shuffleRewardsAnywhere = "Medallions and Spiritual Stones can appear\n" //
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"anywhere."; //
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/*------------------------------ //
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| LINK'S POCKET | //
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------------------------------*/ //
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string_view linksPocketDungeonReward = "Link will start with a Dungeon Reward in his\n" //
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"inventory."; //
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string_view linksPocketAdvancement = "Link will receive a random advancement item at the"
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"beginning of the playthrough."; //
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string_view linksPocketAnything = "Link will receive a random item from the item pool"
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"at the beginning of the playthrough."; //
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string_view linksPocketNothing = "Link will start with a very useful green rupee."; //
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/*------------------------------ //
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| SONG SHUFFLE | //
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------------------------------*/ //
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string_view songsSongLocations = "Songs will only appear at locations that normally\n"
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"teach songs."; //
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string_view songsDungeonRewards = "Songs appear at the end of dungeons. For major\n" //
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"dungeons, they will be at the boss heart container"
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"location. The remaining 4 songs are placed at:\n" //
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"- Zelda's Lullaby Location\n" //
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"- Ice Cavern's Serenade of Water Location\n" //
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"- Bottom of the Well's Lens of Truth Location\n" //
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"- Gerudo Training Ground's Ice Arrow Location"; //
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string_view songsAllLocations = "Songs can appear in any location."; //
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//
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/*------------------------------ //
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| SHOPSANITY | //
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------------------------------*/ //
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string_view shopsOff = "All shop items will be the same as vanilla."; //
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string_view shopsZero = "Vanilla shop items will be shuffled among\n" //
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"different shops."; //
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string_view shopsOne = "Vanilla shop items will be shuffled among\n" //
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"different shops, and each shop will contain\n" //
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"one non-vanilla shop item."; //
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string_view shopsTwo = "Vanilla shop items will be shuffled among\n" //
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"different shops, and each shop will contain\n" //
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"two non-vanilla shop items."; //
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string_view shopsThree = "Vanilla shop items will be shuffled among\n" //
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"different shops, and each shop will contain\n" //
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"three non-vanilla shop items."; //
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string_view shopsFour = "Vanilla shop items will be shuffled among\n" //
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"different shops, and each shop will contain\n" //
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"four non-vanilla shop items."; //
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string_view shopsRandom = "Vanilla shop items will be shuffled among\n" //
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"different shops, and each shop will contain\n" //
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"1-4 non-vanilla shop items."; //
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/*------------------------------ //
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| TOKENSANITY | //
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------------------------------*/ //
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string_view tokensOff = "GS locations will not be shuffled."; //
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string_view tokensDungeon = "This only shuffles the GS locations that are\n" //
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"within dungeons, increasing the value of most\n" //
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"dungeons and making internal dungeon exploration\n"
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"more diverse."; //
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string_view tokensOverworld = "This only shuffles the GS locations that are\n" //
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"outside of dungeons."; //
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string_view tokensAllTokens = "Effectively adds 100 new locations for items to\n"//
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"appear."; //
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//
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/*------------------------------ //
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| SCRUB SHUFFLE | //
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------------------------------*/ //
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string_view scrubsOff = "Only the 3 Scrubs that give one-time items in the\n"
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"vanilla game (PoH, Deku Nut capacity, and Deku\n" //
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"Stick capacity) will have random items."; //
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string_view scrubsAffordable = "All Scrub prices will be reduced to 10 rupees each";
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string_view scrubsExpensive = "All Scrub prices will be their vanilla prices.\n" //
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"This will require spending over 1000 rupees on\n" //
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"Scrubs."; //
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string_view scrubsRandomPrices = "All Scrub prices will be between 0-95 rupees. This"
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"will on average be very, very expensive overall.";//
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/*------------------------------ //
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| SHUFFLE COWS | //
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------------------------------*/ //
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string_view shuffleCowsDesc = "Enabling this will let cows give you items upon\n"//
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"performing Epona's song in front of them. There\n"//
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"are 9 cows, and an extra in MQ Jabu."; //
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//
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/*------------------------------ //
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| SHUFFLE KOKIRI SWORD | //
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------------------------------*/ //
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string_view kokiriSwordDesc = "Enabling this shuffles the Kokiri Sword into the\n"
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"item pool.\n" //
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"\n" //
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"This will require extensive use of sticks until\n"//
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"the sword is found."; //
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/*------------------------------ //
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| SHUFFLE OCARINAS | //
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------------------------------*/ //
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string_view ocarinasDesc = "Enabling this shuffles the Fairy Ocarina and the\n"
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"Ocarina of Time into the item pool.\n" //
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"\n" //
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"This will require finding an Ocarina before being\n"
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"able to play songs."; //
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/*------------------------------ //
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| SHUFFLE WEIRD EGG | //
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------------------------------*/ //
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string_view weirdEggDesc = "Enabling this shuffles the Weird Egg from Malon\n"//
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"into the item pool.\n" //
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"This will require finding the Weird Egg to talk to"
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"Zelda in Hyrule Castle, which in turn locks\n" //
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"rewards from Impa, Saria, Malon, and Talon, as\n" //
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"well as the Happy Mask Sidequest. The Weird Egg is"
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"also required for Zelda's Letter to unlock the\n" //
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"Kakariko Gate as child which can lock some\n" //
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"progression"; //
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/*------------------------------ //
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| SHUFFLE Gerudo Membership Card | //
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------------------------------*/ //
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string_view gerudoTokenDesc = "Enabling this shuffles the Gerudo Membership Card into the\n"
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"item pool.\n" //
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"\n" //
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"The Gerudo Membership Card is required to enter the Gerudo\n"
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"Training Ground."; //
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/*------------------------------ //
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| SHUFFLE MAGIC BEANS | //
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------------------------------*/ //
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string_view magicBeansDesc = "Enabling this adds a pack of 10 beans to the item\n"
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"pool and changes the Magic Bean Salesman to sell a"
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"random item at a price of 60 rupees."; //
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/*------------------------------ //
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| SHUFFLE MERCHANTS | //
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------------------------------*/ //
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string_view merchantsDesc = "Enabling this adds a Giant's Knife and a pack\n" //
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"of Bombchus to the item pool and changes both\n" //
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"Medigoron and the Haunted Wasteland Carpet\n" //
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"Salesman to sell a random item once at the price\n"
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"of 200 rupees."; //
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string_view merchantsHintsDesc = "These hints will make Medigoron and the Carpet\n" //
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"Salesman tell you which item they're selling.\n" //
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"\n" //
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"The Clearer Hints setting will affect how they\n" //
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"refer to the item."; //
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/*------------------------------ //
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| SHUFFLE ADULT TRADE | //
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------------------------------*/ //
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string_view adultTradeDesc = "Enabling this adds all of the adult trade quest\n"//
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"items to the pool, each of which can be traded\n" //
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"for a unique reward. You will be able to choose\n"//
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"which of your owned adult trade items is visible\n"
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"in the inventory by selecting the item and using\n"
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"the L and R buttons. If disabled, only the Claim\n"
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"Check will be found in the pool."; //
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/*------------------------------ //
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| SHUFFLE CHEST MINIGAME | //
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------------------------------*/ //
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string_view chestMinigameDesc = "The 5 key chests in the Treasure Chest Shop will\n"
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"be randomized, and the 6 keys will be added to the"//
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"pool. The rupee chests will be replaced by traps.\n"
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"Also, the shop owner is on vacation, so he can't\n"
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"close any chests or doors once you leave.\n" //
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"\n" //
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"If you choose the \"pack\" option, you will get\n"//
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"all the keys at once, in a single item."; //
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/*------------------------------ //
|
|
| MAPS AND COMPASSES | //
|
|
------------------------------*/ //
|
|
string_view mapCompassStartWith = "Maps and Compasses are given to you from the\n" //
|
|
"start. This will add a small amount of money and\n"
|
|
"refill items to the pool."; //
|
|
string_view mapCompassVanilla = "Maps and Compasses will appear in their vanilla\n"//
|
|
"locations."; //
|
|
string_view mapCompassOwnDungeon = "Maps and Compasses can only appear in their\n" //
|
|
"respective dungeon."; //
|
|
string_view mapCompassAnyDungeon = "Maps and Compasses can only appear in a dungeon,\n"
|
|
"but not necessarily the dungeon they are for."; //
|
|
string_view mapCompassOverworld = "Maps and Compasses can only appear outside of\n" //
|
|
"dungeons."; //
|
|
string_view mapCompassAnywhere = "Maps and Compasses can appear anywhere in the\n" //
|
|
"world."; //
|
|
/*------------------------------ //
|
|
| SMALL KEYS | //
|
|
------------------------------*/ //
|
|
string_view smallKeyStartWith = "Small Keys are given to you from the start so you\n"
|
|
"won't have to worry about locked doors. An easier\n"
|
|
"mode."; //
|
|
string_view smallKeyVanilla = "Small Keys will appear in their vanilla locations."
|
|
"You start with 3 keys in Spirit Temple MQ because\n"
|
|
"the vanilla key layout is not beatable in logic.";//
|
|
string_view smallKeyOwnDungeon = "Small Keys can only appear in their respective\n" //
|
|
"dungeon. If Fire Temple is not a Master Quest\n" //
|
|
"dungeon, the door to the Boss Key chest will be\n"//
|
|
"unlocked."; //
|
|
string_view smallKeyAnyDungeon = "Small Keys can only appear inside of any dungeon,\n"
|
|
"but won't necessarily be in the dungeon that the\n"
|
|
"key is for. A difficult mode since it is more\n" //
|
|
"likely to need to enter a dungeon multiple times.";
|
|
string_view smallKeyOverworld = "Small Keys can only appear outside of dungeons.\n"//
|
|
"You may need to enter a dungeon multiple times to\n"
|
|
"gain items to access the overworld locations with\n"
|
|
"the keys required to finish a dungeon."; //
|
|
string_view smallKeyAnywhere = "Small Keys can appear anywhere in the world. A\n" //
|
|
"difficult mode since it is more likely to need to\n"
|
|
"enter a dungeon multiple times."; //
|
|
/*------------------------------ //
|
|
| GERUDO FORTRESS KEYS | //
|
|
------------------------------*/ //
|
|
string_view gerudoKeysVanilla = "Gerudo Fortress Keys will appear in their vanilla\n"
|
|
"location, dropping from fighting Gerudo guards\n" //
|
|
"that attack when trying to free the jailed\n" //
|
|
"carpenters."; //
|
|
string_view gerudoKeysAnyDungeon = "Gerudo Fortress Keys can only appear inside of\n" //
|
|
"dungeons."; //
|
|
string_view gerudoKeysOverworld = "Gerudo Fortress Keys can only appear outside of\n"//
|
|
"dungeons."; //
|
|
string_view gerudoKeysAnywhere = "Gerudo Fortress Keys can appear anywhere in the\n"//
|
|
"world."; //
|
|
/*------------------------------ //
|
|
| Key Rings | //
|
|
------------------------------*/ //
|
|
string_view keyRingDesc = "Selected key ring dungeons will have all of their\n"
|
|
"keys found at once in a ring rather than\n" //
|
|
"individually.\n\n" //
|
|
"For example, instead of shuffling 5 Forest Temple\n"
|
|
"small keys into the pool, you will find a single\n"
|
|
"key ring which will give you all 5 keys at once.\n";
|
|
/*------------------------------ //
|
|
| BOSS KEYS | //
|
|
------------------------------*/ //
|
|
string_view bossKeyStartWith = "Boss Keys are given to you from the start so you\n"
|
|
"won't have to worry about boss doors. An easier\n"//
|
|
"mode."; //
|
|
string_view bossKeyVanilla = "Boss Keys will appear in their vanilla locations.";
|
|
string_view bossKeyOwnDungeon = "Boss Keys can only appear in their respective\n" //
|
|
"dungeon."; //
|
|
string_view bossKeyAnyDungeon = "Boss Keys can only appear inside of any dungeon,\n"
|
|
"but won't necessarily be in the dungeon that the\n"
|
|
"key is for. A difficult mode since it is more\n" //
|
|
"likely to need to enter a dungeon multiple times.";
|
|
string_view bossKeyOverworld = "Boss Keys can only appear outside of dungeons.\n" //
|
|
"You may need to enter a dungeon without the boss\n"
|
|
"key to get items required to find the key in the\n"
|
|
"overworld."; //
|
|
string_view bossKeyAnywhere = "Boss Keys can appear anywhere in the world. A\n" //
|
|
"difficult mode since it is more likely to need to\n"
|
|
"enter a dungeon multiple times."; //
|
|
/*------------------------------ //
|
|
| GANON'S CASTLE BOSS KEY | //
|
|
------------------------------*/ //
|
|
string_view ganonKeyStartWith = "Ganon's Castle Boss Key is given to you from the\n"
|
|
"start and you don't have to worry about finding it";
|
|
string_view ganonKeyVanilla = "Ganon's Castle Boss Key will appear in the vanilla"
|
|
"location."; //
|
|
string_view ganonKeyOwnDungeon = "Ganon's Castle Boss Key can only appear inside\n" //
|
|
"Ganon's Castle."; //
|
|
string_view ganonKeyAnyDungeon = "Ganon's Castle Boss Key can only appear inside of\n"
|
|
"a dungeon, but not necessarily Ganon's Castle."; //
|
|
string_view ganonKeyOverworld = "Ganon's Castle Boss Key can only appear outside of"
|
|
"dungeons."; //
|
|
string_view ganonKeyAnywhere = "Ganon's Castle Boss Key can appear anywhere in the"
|
|
"world."; //
|
|
string_view ganonKeyLACS = "These settings put the boss key on the Light Arrow"
|
|
"Cutscene location, from Zelda in Temple of Time as"
|
|
"adult, with differing requirements."; //
|
|
/*------------------------------ //
|
|
| LACS CONDITIONS | //
|
|
------------------------------*/ //
|
|
string_view lacsMedallionCountDesc = "Set the number of Medallions required to trigger\n"
|
|
"the Light Arrow Cutscene."; //
|
|
string_view lacsStoneCountDesc = "Set the number of Spiritual Stones required to\n" //
|
|
"trigger the Light Arrow Cutscene."; //
|
|
string_view lacsRewardCountDesc = "Set the number of Dungeon Rewards (Spiritual\n" //
|
|
"Stones and Medallions) required to trigger the\n" //
|
|
"Light Arrow Cutscene."; //
|
|
string_view lacsDungeonCountDesc = "Set the number of completed dungeons required to\n"
|
|
"trigger the Light Arrow Cutscene.\n" //
|
|
"\n" //
|
|
"Dungeons are considered complete when Link steps\n"
|
|
"into the blue warp at the end of them."; //
|
|
string_view lacsTokenCountDesc = "Set the number of Gold Skulltula Tokens required\n"
|
|
"to trigger the Light Arrow Cutscene."; //
|
|
/*------------------------------ //
|
|
| SKIP CHILD STEALTH | //
|
|
------------------------------*/ //
|
|
string_view childStealthDesc = "The crawlspace into Hyrule Castle goes straight to"
|
|
"Zelda, skipping the guards."; //
|
|
/*------------------------------ //
|
|
| SKIP TOWER ESCAPE | //
|
|
------------------------------*/ //
|
|
string_view skipTowerEscapeDesc = "The tower escape sequence between Ganondorf and\n"//
|
|
"Ganon will be skipped."; //
|
|
/*------------------------------ //
|
|
| SKIP EPONA RACE | //
|
|
------------------------------*/ //
|
|
string_view skipEponaRaceDesc = "Epona can be summoned with Epona's Song without\n"//
|
|
"needing to race Ingo."; //
|
|
/*------------------------------ //
|
|
| SKIP MINIGAME PHASES | //
|
|
------------------------------*/ //
|
|
string_view skipMinigamePhasesDesc = "Completing the second objective in the Dampe Race\n"
|
|
"and Gerudo Archery on the first attempt will give\n"
|
|
"both rewards at once for that minigame."; //
|
|
/*------------------------------ //
|
|
| FREE SCARECROW | //
|
|
------------------------------*/ //
|
|
string_view freeScarecrowDesc = "Pulling out the Ocarina near a spot at which\n" //
|
|
"Pierre can spawn will do so, without needing\n" //
|
|
"the song."; //
|
|
/*------------------------------ //
|
|
| FOUR POES CUTSCENE | //
|
|
------------------------------*/ //
|
|
string_view fourPoesDesc = "The cutscene with the 4 poes in Forest Temple will"
|
|
"be skipped. If the cutscene is not skipped, it can"
|
|
"be exploited to reach the basement early."; //
|
|
/*------------------------------ //
|
|
| LAKE HYLIA OWL | //
|
|
------------------------------*/ //
|
|
string_view lakeHyliaOwlDesc = "The owl flight cutscene in Lake Hylia will be\n" //
|
|
"skipped. This cutscene lets you see what item\n" //
|
|
"is on top of the laboratory roof."; //
|
|
/*------------------------------ //
|
|
| BIG POE TARGET COUNT | //
|
|
------------------------------*/ //
|
|
string_view bigPoeTargetCountDesc = "The Poe buyer will give a reward for turning in\n"//
|
|
"the chosen number of Big Poes."; //
|
|
/*------------------------------ //
|
|
| NUM REQUIRED CUCCOS | //
|
|
------------------------------*/ //
|
|
string_view numRequiredCuccosDesc = "The cucco lady will give a reward for returning\n"//
|
|
"this many of her cuccos to the pen."; //
|
|
/*------------------------------ //
|
|
| KING ZORA SPEED | //
|
|
-------------------------------*/ //
|
|
string_view kingZoraSpeedFast = "King Zora will move out of the way in 1 shuffle"; //
|
|
//
|
|
string_view kingZoraSpeedVanilla = "King Zora will move out of the way in 26 shuffles";
|
|
//
|
|
string_view kingZoraSpeedRandom = "King Zora will move out of the way in 1 to 128\n" //
|
|
"shuffles, with lower numbers being more common"; //
|
|
/*------------------------------ //
|
|
| COMPLETE MASK QUEST | //
|
|
------------------------------*/ //
|
|
string_view completeMaskDesc = "Once the happy mask shop is opened, all masks\n" //
|
|
"will be available to be borrowed."; //
|
|
/*------------------------------ //
|
|
| QUICK TEXT | //
|
|
------------------------------*/ //
|
|
string_view quickTextDesc0 = "Quick text will be unchanged, requiring\n" //
|
|
"frame-perfect inputs like in the vanilla game."; //
|
|
string_view quickTextDesc1 = "Every text box will be completable by pressing B\n"
|
|
"at any point while it's scrolling."; //
|
|
string_view quickTextDesc2 = "Every text box will auto-complete instantly.\n" //
|
|
"No scrolling allowed!"; //
|
|
string_view quickTextDesc3 = "Holding B will advance and close text boxes\n" //
|
|
"automatically, except for choice selections."; //
|
|
/*------------------------------ //
|
|
| SKIP SONG REPLAYS | //
|
|
------------------------------*/ //
|
|
string_view skipSongReplaysDesc = "The automatic replay after you play a song will\n"//
|
|
"be skipped.\n" //
|
|
"You can choose to keep the sfx anyway, but you\n" //
|
|
"will have control of Link during it."; //
|
|
/*------------------------------ //
|
|
| KEEP FW WARP POINT | //
|
|
------------------------------*/ //
|
|
string_view keepFWWarpPointDesc = "The Farore's Wind warp point will stay active\n" //
|
|
"after having been warped to. The old point will\n"//
|
|
"need to be dispelled before setting a new one."; //
|
|
/*------------------------------ //
|
|
| FAST BUNNY HOOD | //
|
|
------------------------------*/ //
|
|
string_view fastBunnyHoodDesc = "The Bunny Hood mask behaves like it does in\n" //
|
|
"Majora's Mask and makes you run 50% faster."; //
|
|
/*------------------------------ //
|
|
| GOSSIP STONE HINTS | //
|
|
------------------------------*/ //
|
|
string_view gossipStonesHintsDesc = "Gossip Stones can be made to give hints about\n" //
|
|
"where items can be found.\n" //
|
|
"Different settings can be chosen to decide which\n"
|
|
"item is needed to speak to Gossip Stones. Choosing"
|
|
"to stick with the Mask of Truth will make the\n" //
|
|
"hints very difficult to obtain.\n" //
|
|
"Hints for 'on the way of the hero' are locations\n"
|
|
"that contain items that are required to beat the\n"
|
|
"game."; //
|
|
//
|
|
/*------------------------------ //
|
|
| HINT CLARITY | //
|
|
------------------------------*/ //
|
|
string_view obscureHintsDesc = "Sets the difficulty of hints.\n" //
|
|
"Obscure: Hints are unique for each thing, but\n" //
|
|
"the writing may be confusing.\n" //
|
|
"E.g. Kokiri Sword > a butter knife"; //
|
|
string_view ambiguousHintsDesc = "Sets the difficulty of hints.\n" //
|
|
"Ambiguous: Hints are clearly written, but may\n" //
|
|
"refer to more than one thing.\n" //
|
|
"E.g. Kokiri Sword > a sword"; //
|
|
string_view clearHintsDesc = "Sets the difficulty of hints.\n" //
|
|
"Clear: Hints are clearly written and are unique\n"//
|
|
"for each thing.\n" //
|
|
"E.g. Kokiri Sword > the Kokiri Sword"; //
|
|
/*------------------------------ //
|
|
| HINT DISTRIBUTION | //
|
|
------------------------------*/ //
|
|
string_view uselessHintsDesc = "Only junk hints."; //
|
|
string_view balancedHintsDesc = "Recommended hint spread."; //
|
|
string_view strongHintsDesc = "More useful hints."; //
|
|
string_view veryStrongHintsDesc = "Many powerful hints."; //
|
|
//
|
|
/*------------------------------ //
|
|
| MAP AND COMPASS GIVES INFO | //
|
|
------------------------------*/ //
|
|
string_view compassesShowRewardsDesc = "If dungeon rewards are set to be shuffled at the\n"
|
|
"end of dungeons, the in-game menu will reveal\n" //
|
|
"which reward is in each dungeon, if the compass\n"//
|
|
"for that dungeon has been collected."; //
|
|
string_view compassesShowWotHDesc = "The in-game menu will reveal whether each\n" //
|
|
"dungeon is on the Way of the Hero, a barren\n" //
|
|
"location, or neither, if the compass for that\n" //
|
|
"dungeon has been collected."; //
|
|
string_view mapsShowDungeonModesDesc = "If any Master Quest dungeons will be randomly\n" //
|
|
"shuffled, the in-game menu will reveal whether\n" //
|
|
"it is in its Vanilla or Master Quest form, if\n" //
|
|
"the map for the dungeon has been collected.\n" //
|
|
"Ganon's Castle and Gerudo Training Grounds are\n" //
|
|
"always revealed, as they do not have maps."; //
|
|
/*------------------------------ //
|
|
| DAMAGE MULTIPLIER | //
|
|
------------------------------*/ //
|
|
string_view damageMultiDesc = "Changes the amount of damage taken.\n" //
|
|
"\n" //
|
|
"If set to OHKO, Link will die in one hit."; //
|
|
/*------------------------------ //
|
|
| STARTING TIME | //
|
|
------------------------------*/ //
|
|
string_view startingTimeDesc = "Change up Link's sleep routine."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ALL LOCATIONS REACHABLE | //
|
|
------------------------------*/ //
|
|
string_view locationsReachableDesc = "When this options is enabled, the randomizer will\n"
|
|
"guarantee that every item is obtainable and every\n"
|
|
"location is reachable. When disabled, only\n" //
|
|
"required items and locations to beat the game\n" //
|
|
"will be guaranteed reachable."; //
|
|
/*------------------------------ //
|
|
| NIGHT GS EXPECT SUNS | //
|
|
------------------------------*/ //
|
|
string_view nightGSDesc = "GS Tokens that can only be obtained during the\n" //
|
|
"night expect you to have Sun's Song to collect\n" //
|
|
"them. This prevents needing to wait until night\n"//
|
|
"for some locations."; //
|
|
//
|
|
/*------------------------------ //
|
|
| CHEST ANIMATIONS | //
|
|
------------------------------*/ //
|
|
string_view chestAnimDesc = "Choose if you want the slow animation to play\n" //
|
|
"if a chest contains a major item.\n"; //
|
|
//
|
|
/*------------------------------ //
|
|
| CHEST SIZE AND COLOR | //
|
|
------------------------------*/ //
|
|
string_view chestSizeDesc = "This option will change the appearance of all\n" //
|
|
"regular chests depending on their contents:\n" //
|
|
"Major Items = Big Wooden Chests\n" //
|
|
"Lesser Items = Small Wooden Chests\n" //
|
|
"Boss Keys = Big Fancy Chests\n" //
|
|
"Small Keys = Small Fancy Chests"; //
|
|
//
|
|
/*------------------------------ //
|
|
| INGAME SPOILERS | //
|
|
------------------------------*/ //
|
|
string_view ingameSpoilersShowDesc = "Every spoiler is shown."; //
|
|
string_view ingameSpoilersHideDesc = "Hides the spheres page and only shows a\n" //
|
|
"location's item after it has been found."; //
|
|
//
|
|
/*------------------------------ //
|
|
| MENU OPENING BUTTON | //
|
|
------------------------------*/ //
|
|
string_view menuButtonDesc = "Choose which button will bring up the Dungeon\n" //
|
|
"Information Menu. You can also use the menu to\n" //
|
|
"buffer frame perfect inputs if you choose D-Pad"; //
|
|
//
|
|
/*------------------------------ //
|
|
| START WITH CONSUMABLES | //
|
|
------------------------------*/ //
|
|
string_view startWithConsumablesDesc = "Start the game with maxed out Deku Sticks and Deku"
|
|
"Nuts."; //
|
|
//
|
|
/*------------------------------ //
|
|
| START WITH MAX RUPEES | //
|
|
------------------------------*/ //
|
|
string_view startWithMaxRupeesDesc = "Start the game with a full wallet.\n" //
|
|
"Wallet upgrades will also fill the wallet."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ITEM POOL | //
|
|
------------------------------*/ //
|
|
string_view itemPoolPlentiful = "Extra major items are added to the pool."; //
|
|
string_view itemPoolBalanced = "Original item pool."; //
|
|
string_view itemPoolScarce = "Some excess items are removed, including health\n"//
|
|
"upgrades."; //
|
|
string_view itemPoolMinimal = "Most excess items are removed."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ICE TRAPS | //
|
|
------------------------------*/ //
|
|
string_view iceTrapsOff = "All Ice Traps are removed."; //
|
|
string_view iceTrapsNormal = "Only Ice Traps from the base item pool are placed.";
|
|
string_view iceTrapsExtra = "Chance to add extra Ice Traps when junk items are\n"
|
|
"added to the itempool."; //
|
|
string_view iceTrapsMayhem = "All added junk items will be Ice Traps."; //
|
|
string_view iceTrapsOnslaught = "All junk items will be replaced by Ice Traps, even"
|
|
"those in the base pool."; //
|
|
/*------------------------------ //
|
|
| REMOVE DOUBLE DEFENSE | //
|
|
------------------------------*/ //
|
|
string_view removeDDDesc = "If set the double defense item will be removed\n" //
|
|
"from the item pool for balanced and plentiful."; //
|
|
/*------------------------------ //
|
|
| PROGRESSSIVE GORON SOWRD | //
|
|
------------------------------*/ //
|
|
string_view progGoronSword = "Giant's Knife will always be found\n" //
|
|
"before Biggoron's Sword. Medigoron only starts\n" //
|
|
"selling new knives once the Giant's Knife\n" //
|
|
"has been found and broken."; //
|
|
/*------------------------------ //
|
|
| USE FARORE'S WIND ANYWHERE | //
|
|
------------------------------*/ //
|
|
string_view faroresWindAnywhereDesc = "Farore's Wind can be used outside of dungeons."; //
|
|
//
|
|
/*------------------------------ //
|
|
| LIFT AGE RESTRICTIONS | //
|
|
------------------------------*/ //
|
|
string_view ageRestrictionsDesc = "Remove age restrictions for inventory items.\n" //
|
|
"Select \"Choose\" to open the list of individual\n"
|
|
"options.\n\n" //
|
|
"Most of the items won't appear correctly when\n" //
|
|
"used as the wrong version of Link, but they'll be\n"
|
|
"fully functional otherwise."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE ADULT DEKU STICK | //
|
|
------------------------------*/ //
|
|
string_view adultStickDesc = "Adult Link can wield a deku stick. In game Adult\n"
|
|
"Link will look like he's holding a Hylian Shield,\n"
|
|
"but rest assured it is a deku stick."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE ADULT BOOMERANG | //
|
|
------------------------------*/ //
|
|
string_view adultBoomerangDesc = "Adult Link can throw the boomerang."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD HAMMER | //
|
|
------------------------------*/ //
|
|
string_view childHammerDesc = "Child Link can swing the Megaton Hammer."; //
|
|
/*------------------------------ //
|
|
| ENABLE ADULT SLINGSHOT | //
|
|
------------------------------*/ //
|
|
string_view adultSlingshotDesc = "Adult Link can use the Slingshot (but it looks\n" //
|
|
"like the Bow)."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD BOW | //
|
|
------------------------------*/ //
|
|
string_view childBowDesc = "Child Link can use the Bow. It will look like the\n"
|
|
"Slingshot, but will shoot arrows."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD HOOKSHOT | //
|
|
------------------------------*/ //
|
|
string_view childHookshotDesc = "Child Link can use the Hookshot/Longshot.\n" //
|
|
"It will be difficult to aim, the red dot and\n" //
|
|
"laser won't appear and the hook will look like\n" //
|
|
"a small bomb."; //
|
|
/*------------------------------ //
|
|
| ENABLE CHILD IRON BOOTS | //
|
|
------------------------------*/ //
|
|
string_view childIronBootsDesc = "Child Link can equip the Iron Boots."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD HOVER BOOTS | //
|
|
------------------------------*/ //
|
|
string_view childHoverBootsDesc = "Child Link can equip the Hover Boots. The yellow\n"
|
|
"circle beneath Link's feet won't appear."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE ADULT MASKS | //
|
|
------------------------------*/ //
|
|
string_view adultMasksDesc = "Adult Link can equip masks.\n" //
|
|
"\n" //
|
|
"This setting will not change the logic."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE ADULT KOKIRI SWORD | //
|
|
------------------------------*/ //
|
|
string_view adultKokiriSwordDesc = "Adult Link can equip the Kokiri Sword."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD MASTER SWORD | //
|
|
------------------------------*/ //
|
|
string_view childMasterSwordDesc = "Child Link can equip the Master Sword."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD BIGGORON SWORD | //
|
|
------------------------------*/ //
|
|
string_view childBiggoronSwordDesc = "Child Link can equip the Biggoron Sword and the\n"//
|
|
"Giant's Knife."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE ADULT DEKU SHIELD | //
|
|
------------------------------*/ //
|
|
string_view adultDekuShieldDesc = "Adult Link can equip the Deku Shield."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD MIRROR SHIELD | //
|
|
------------------------------*/ //
|
|
string_view childMirrorShieldDesc = "Child Link can equip the Mirror Shield."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD GORON TUNIC | //
|
|
------------------------------*/ //
|
|
string_view childGoronTunicDesc = "Child Link can equip the Goron Tunic."; //
|
|
//
|
|
/*------------------------------ //
|
|
| ENABLE CHILD ZORA TUNIC | //
|
|
------------------------------*/ //
|
|
string_view childZoraTunicDesc = "Child Link can equip the Zora Tunic."; //
|
|
//
|
|
/*------------------------------ //
|
|
| GK DURABILITY | //
|
|
------------------------------*/ //
|
|
string_view gkDurabilityVanilla = "The durability will always be set to 8."; //
|
|
string_view gkDurabilityRandomRisk = "Each Giant's Knife will get a random durability\n"//
|
|
"between 1 and 128, with low being more common,\n" //
|
|
"and with an average of 15."; //
|
|
string_view gkDurabilityRandomSafe = "Each Giant's Knife will get a random durability\n"//
|
|
"between 10 and 50, with an average of 30."; //
|
|
//
|
|
/*------------------------------ //
|
|
| MULTIPLAYER | //
|
|
------------------------------*/ //
|
|
string_view mp_EnabledDesc = "Enables multiplayer.\n" //
|
|
"Other players will always be seen and heard\n" //
|
|
"regardless of the other settings."; //
|
|
string_view mp_SharedProgressDesc = "Progress and certain actors will be synced between"
|
|
"everyone in the network that has this option on,\n"
|
|
"the same seed hash, and the same sync id."; //
|
|
string_view mp_SyncIdDesc = "Limits shared progress to only sync with other\n" //
|
|
"players that have the same sync ID. This is only\n"
|
|
"necessary to set if multiple groups of players\n" //
|
|
"play on the same seed hash, but only want to share"
|
|
"their progress with certan people.\n" //
|
|
"For example, when doing a 2v2 race."; //
|
|
string_view mp_SharedHealthDesc = "Syncs health when shared progress is on,\n" //
|
|
"otherwise just shares the damage and recovery."; //
|
|
string_view mp_SharedRupeesDesc = "Syncs rupees when shared progress is on,\n" //
|
|
"otherwise just shares the gain and loss."; //
|
|
string_view mp_SharedAmmoDesc = "Syncs ammo when shared progress is on,\n" //
|
|
"otherwise just shares the gain and loss."; //
|
|
//
|
|
/*------------------------------ //
|
|
| INGAME DEFAULTS | //
|
|
------------------------------*/ //
|
|
string_view zTargetingDesc = "Sets L-Targeting to start as switch or hold."; //
|
|
string_view cameraControlDesc = "Sets the camera controls to start as normal or\n" //
|
|
"with the y-axis inverted."; //
|
|
string_view motionControlDesc = "Sets the motion controls to start on or off."; //
|
|
string_view togglePlayMusicDesc = "Starts the game with the music on or off."; //
|
|
string_view togglePlaySFXDesc = "Starts the game with the sound effects on or off.";
|
|
string_view silenceNaviDesc = "Sets whether Navi should start silenced or not."; //
|
|
string_view ignoreMaskReactionDesc = "Sets whether NPCs ignore the worn mask or not.\n" //
|
|
"Does not apply when trading masks."; //
|
|
//
|
|
/*------------------------------ //
|
|
| NAVI & TRAIL COLORS | //
|
|
------------------------------*/ //
|
|
string_view naviColorsDesc = "Inner color is for the main light orb, outer color"
|
|
"is for the aura.\n\n" //
|
|
"The Rainbow option will make the color change\n" //
|
|
"continuously in a 3 seconds loop."; //
|
|
string_view necessarySimpleModeDesc = "For boomerang and sword trails, OoT3D uses a\n" //
|
|
"special texture that doesn't support every color.\n\n"
|
|
"Unsupported colors will always use the plain\n" //
|
|
"texture from OoT instead:\n" //
|
|
"- Black and Purple sword trails\n" //
|
|
"- White, Black and Purple boomerang trails\n" //
|
|
"- Random or Custom colors without at least one\n" //
|
|
" maxed out RGB component."; //
|
|
string_view alwaysSimpleModeDesc = "All boomerang and sword trails will use the plain\n"
|
|
"texture from OoT, regardless of what color is\n" //
|
|
"chosen."; //
|
|
//
|
|
/*------------------------------ //
|
|
| COLORED KEYS | //
|
|
------------------------------*/ //
|
|
string_view coloredKeysDesc = "If set, small key models will be colored\n" //
|
|
"differently depending on which dungeon they can be"
|
|
"used in. Forest Temple keys are green. Fire Temple"
|
|
"keys are red. etc."; //
|
|
string_view coloredBossKeysDesc = "If set, boss key models will be colored\n" //
|
|
"differently depending on which dungeon they can be"
|
|
"used in. The Forest Temple boss key is green. The "
|
|
"Fire Temple boss key is red. etc."; //
|
|
/*------------------------------ //
|
|
| MIRROR WORLD | //
|
|
------------------------------*/ //
|
|
string_view mirrorWorldDesc = "If set, the world will be mirrored."; //
|
|
//
|
|
/*------------------------------ //
|
|
| SHUFFLE MUSIC | //
|
|
------------------------------*/ //
|
|
string_view musicRandoDesc = "Randomize the music in the game."; //
|
|
string_view shuffleBGMDesc = "Randomize area background music, either\n" //
|
|
"grouped into categories or all mixed together."; //
|
|
string_view fanfaresOffDesc = "Fanfares are not shuffled."; //
|
|
string_view onlyFanfaresDesc = "Fanfares and ocarina songs are shuffled in\n" //
|
|
"separate pools."; //
|
|
string_view fanfaresOcarinaDesc = "Fanfares and ocarina songs are shuffled together\n"
|
|
"in the same pool."; //
|
|
string_view shuffleOcaMusicDesc = "The music that plays back after you play an" //
|
|
"ocarina song is randomized."; //
|
|
/*------------------------------ //
|
|
| SHUFFLE SFX | //
|
|
------------------------------*/ //
|
|
string_view shuffleSFXOff = "Sound effects will stay vanilla."; //
|
|
string_view shuffleSFXAll = "All sound effects will be shuffled."; //
|
|
string_view shuffleSFXSceneSpecific = "All sound effects will be shuffled, but will also\n"
|
|
"be different in each scene."; //
|
|
string_view shuffleSFXChaos = "Each sound effect will become random about\n" //
|
|
"every second."; //
|
|
string_view shuffleSFXCategorically = "Sound effects will be shuffled in categories.\n" //
|
|
"\n" //
|
|
"The sound may get annoying fast when disabled."; //
|
|
/*------------------------------ //
|
|
| RANDOM TRAP DAMAGE TYPE | //
|
|
------------------------------*/ //
|
|
string_view randomTrapDmgDesc = "All traps will be the base game ice trap"; //
|
|
//
|
|
string_view basicTrapDmgDesc = "All alternative traps will cause a small damage\n"//
|
|
"and no other negative effects"; //
|
|
//
|
|
string_view advancedTrapDmgDesc = "Some chest traps will burn your Deku Shield or\n" //
|
|
"cause a lot of damage (with one-hit protection)"; //
|
|
//--------------//
|
|
/*------------------------------ //
|
|
| DETAILED LOGIC EXPLANATIONS | //
|
|
------------------------------*/
|
|
string_view ToggleLogicNoneDesc = "Disables all the Detailed Logic tricks."; //
|
|
string_view ToggleLogicNoviceDesc = "Enables only the easier Detailed Logic tricks"; //
|
|
string_view ToggleLogicIntermediateDesc = "Enables all but the harder Detailed Logic tricks.";
|
|
string_view ToggleLogicExpertDesc = "Enables all the Detailed Logic tricks."; //
|
|
//
|
|
string_view LogicGrottosWithoutAgonyDesc = "Difficulty: Novice\n" //
|
|
"Grottos can be accessed without Stone of Agony,\n"//
|
|
"simply by knowing where they are located."; //
|
|
string_view LogicVisibleCollisionDesc = "Difficulty: Novice\n" //
|
|
"The closed Kakariko Village Gate can be crossed\n"//
|
|
"when coming from Death Mountain Trail.\n" //
|
|
"Useful for Entrance Randomiser."; //
|
|
string_view LogicFewerTunicRequirementsDesc = "Difficulty: Novice\n" //
|
|
"Allows the following possible without Tunics:\n" //
|
|
"- Enter Water Temple.\n" //
|
|
"- Enter Fire Temple. Only the first floor\n" //
|
|
" is accessible, and not Volvagia.\n" //
|
|
"- Zora's Fountain Bottom Freestanding PoH.\n" //
|
|
"- Gerudo Training Grounds Underwater Silver Rupee\n"
|
|
"Chest. May need to make multiple trips."; //
|
|
string_view LogicLostWoodsGSBeanDesc = "Difficulty: Novice\n" //
|
|
"You can collect the token with a precise Hookshot\n"
|
|
"use, as long as you can kill the Skulltula first.\n"
|
|
"It can be killed using Longshot, Bow, Bombchus\n" //
|
|
"or Din's Fire."; //
|
|
string_view LogicLabDivingDesc = "Difficulty: Novice\n" //
|
|
"Remove the Iron Boots in the midst of Hookshotting"
|
|
"the underwater crate"; //
|
|
string_view LogicLabWallGSDesc = "Difficulty: Intermediate\n" //
|
|
"The jump slash to actually collect the token is\n"//
|
|
"somewhat precise"; //
|
|
string_view LogicGraveyardPoHDesc = "Difficulty: Novice\n" //
|
|
"Using a precise moving setup you can obtain the\n"//
|
|
"Piece of Heart by having the Boomerang interact\n"//
|
|
"with it along the return path."; //
|
|
string_view LogicChildDampeRacePoHDesc = "Difficulty: Intermediate\n" //
|
|
"It is possible to complete the second dampe race\n"
|
|
"as child in under a minute, but it is a strict\n" //
|
|
"time limit."; //
|
|
string_view LogicGVHammerChestDesc = "Difficulty: Novice\n" //
|
|
"The chest can be reached by sidehopping between\n"//
|
|
"the wall and the east most hammer rock."; //
|
|
string_view LogicGerudoKitchenDesc = "Difficulty: Intermediate\n" //
|
|
"The logic normally guarantees one of Bow,\n" //
|
|
"Hookshot, or Hover Boots."; //
|
|
string_view LogicLensWastelandDesc = "Difficulty: Expert\n" //
|
|
"By memorizing the path, you can travel through the"
|
|
"Wasteland without using the Lens of Truth to see\n"
|
|
"the Poe. The equivalent trick for going in reverse"
|
|
"through the Wasteland is \"Reverse Wasteland\"."; //
|
|
string_view LogicReverseWastelandDesc = "Difficulty: Expert\n" //
|
|
"By memorizing the path, you can travel through the"
|
|
"Wasteland in reverse."; //
|
|
string_view LogicColossusGSDesc = "Difficulty: Expert\n" //
|
|
"Somewhat precise. If you kill enough Leevers you\n"
|
|
"can get enough of a break to take some time to aim"
|
|
"more carefully."; //
|
|
string_view LogicOutsideGanonsGSDesc = "Difficulty: Intermediate\n" //
|
|
"Can be killed with a precise sidehop jumpslash\n" //
|
|
"from the top of the broken arch."; //
|
|
string_view LogicManOnRoofDesc = "Difficulty: Novice\n" //
|
|
"Can be reached by side-hopping off the watchtower.";
|
|
string_view LogicWindmillPoHHookshotDesc = "Difficulty: Novice\n" //
|
|
"Adult Link can reach the upper area of the windmill"
|
|
"using the hookshot and a midair jump slash."; //
|
|
string_view LogicDMTBombableDesc = "Difficulty: Expert\n" //
|
|
"Child Link can blow up the wall using a nearby\n" //
|
|
"bomb flower. You must backwalk with the flower and"
|
|
"then quickly throw it toward the wall."; //
|
|
string_view LogicDMTSoilGSDesc = "Difficulty: Intermediate\n" //
|
|
"Bugs will go into the soft soil even while the\n" //
|
|
"boulder is still blocking the entrance if dropped\n"
|
|
"from above. Then, using a precise moving setup you"
|
|
"can kill the Gold Skulltula and obtain the token by"
|
|
"having the Boomerang collect it while returning.";//
|
|
string_view LogicDMTSummitHoverDesc = "Difficulty: Intermediate\n" //
|
|
"By rolling around the lower boulder with hover\n" //
|
|
"boots and grabbing the ledge with the higher\n" //
|
|
"boulder near the wall, you'll be able to grab the\n"
|
|
"ledge above it to reach the summit."; //
|
|
string_view LogicLinkGoronDinsDesc = "Difficulty: Intermediate\n" //
|
|
"The timing is quite awkward."; //
|
|
string_view LogicGoronCityLeftMostDesc = "Difficulty: Novice\n" //
|
|
"A precise backwalk starting from on top of the\n" //
|
|
"crate and ending with a precisely-timed backflip\n"
|
|
"can reach this chest without needing either the\n"//
|
|
"Hammer or Silver Gauntlets."; //
|
|
string_view LogicGoronCityPotDesc = "Difficulty: Expert\n" //
|
|
"A Bombchu can be used to stop the spinning pot,\n"//
|
|
"but it can be quite finicky to get it to work."; //
|
|
string_view LogicGoronCityPotWithStrengthDesc = "Difficulty: Intermediate\n" //
|
|
"Allows for stopping the Goron City Spinning Pot\n"//
|
|
"using a bomb flower alone, requiring strength in\n"
|
|
"lieu of inventory explosives."; //
|
|
string_view LogicChildRollingWithStrengthDesc = "Difficulty: Expert\n" //
|
|
"Use the bombflower on the stairs or near\n" //
|
|
"Medigoron. Timing is tight, especially without\n" //
|
|
"backwalking."; //
|
|
string_view LogicCraterUpperToLowerDesc = "Difficulty: Intermediate\n" //
|
|
"With the Hammer, you can jump slash the rock twice"
|
|
"in the same jump in order to destroy it before you"
|
|
"fall into the lava."; //
|
|
string_view LogicCraterBeanPoHWithHoversDesc = "Difficulty: Expert\n" //
|
|
"Hover from the base of the bridge near Goron City\n"
|
|
"and walk up the very steep slope."; //
|
|
string_view LogicBiggoronBoleroDesc = "Difficulty: Intermediate\n" //
|
|
"Playing a warp song normally causes a trade item\n"
|
|
"to spoil immediately, however, it is possible use\n"
|
|
"Bolero to reach Biggoron and still deliver the Eye"
|
|
"Drops before they spoil. If you do not wear the\n"
|
|
"Goron Tunic, the heat timer inside the crater will"
|
|
"override the trade item's timer. When you exit to\n"
|
|
"Death Mountain Trail you will have one second to\n"
|
|
"show the Eye Drops before they expire."; //
|
|
string_view LogicZoraRiverLowerDesc = "Difficulty: Novice\n" //
|
|
"Adult can reach this PoH with a precise jump, no\n"
|
|
"Hover Boots required."; //
|
|
string_view LogicZoraRiverUpperDesc = "Difficulty: Novice\n" //
|
|
"Adult can reach this PoH with a precise jump, no\n"
|
|
"Hover Boots required."; //
|
|
string_view LogicZFGreatFairyDesc = "Difficulty: Novice\n" //
|
|
"Destroying the boulders blocking the hidden area\n"
|
|
"with silver gauntlets and hammer lets you pass\n" //
|
|
"under the wall to the great fairy fountain."; //
|
|
string_view LogicDekuB1WebsWithBowDesc = "Difficulty: Novice\n" //
|
|
"All spider web walls in the Deku Tree basement can"
|
|
"be burnt as adult with just a bow by shooting\n" //
|
|
"through torches. This trick only applies to the\n"//
|
|
"circular web leading to Gohma; the two vertical\n"//
|
|
"webs are always in logic. Backflip onto the chest\n"
|
|
"near the torch at the bottom of the vine wall.\n" //
|
|
"With precise positioning you can shoot through the"
|
|
"torch to the right edge of the circular web."; //
|
|
string_view LogicDekuB1SkipDesc = "Difficulty: Intermediate\n" //
|
|
"A precise jump can be used to skip needing to use\n"
|
|
"the Slingshot to go around B1 of the Deku Tree. If"
|
|
"used with the \"Closed Forest\" setting, a\n" //
|
|
"Slingshot will not be guaranteed to exist\n" //
|
|
"somewhere inside the Forest. This trick applies to"
|
|
"both Vanilla and Master Quest."; //
|
|
string_view LogicDekuBasementGSDesc = "Difficulty: Intermediate\n" //
|
|
"Can be defeated by doing a precise jump slash."; //
|
|
string_view LogicDCStaircaseDesc = "Difficulty: Intermediate\n" //
|
|
"The Bow can be used to knock down the stairs with\n"
|
|
"two well-timed shots."; //
|
|
string_view LogicDCJumpDesc = "Difficulty: Novice\n" //
|
|
"Jump is adult only."; //
|
|
string_view LogicDCSlingshotSkipDesc = "Difficulty: Expert\n" //
|
|
"With precise platforming, child can cross the\n" //
|
|
"platforms while the flame circles are there. When\n"
|
|
"enabling this trick, it's recommended that you\n" //
|
|
"also enable the Adult variant: \"Dodongo's Cavern\n"
|
|
"Spike Trap Room Jump without Hover Boots\"."; //
|
|
string_view LogicDCScarecrowGSDesc = "Difficulty: Intermediate\n" //
|
|
"You can jump off an Armos Statue to reach the\n" //
|
|
"alcove with the Gold Skulltula. It takes quite a\n"
|
|
"long time to pull the statue the entire way. The\n"
|
|
"jump to the alcove can be a bit picky when done\n"//
|
|
"as child."; //
|
|
string_view LogicJabuBossGSAdultDesc = "Difficulty: Intermediate\n" //
|
|
"You can easily get over to the door to the near\n"//
|
|
"boss area early with Hover Boots. The tricky part\n"
|
|
"is getting through the door without being able to\n"
|
|
"use a box to keep the switch pressed. One way is\n"
|
|
"to quickly roll from the switch and open the door\n"
|
|
"before it closes."; //
|
|
string_view LogicJabuScrubJumpDiveDesc = "Difficulty: Novice\n" //
|
|
"Standing above the underwater tunnel leading to\n"//
|
|
"the scrub, jump down and swim through the tunnel.\n"
|
|
"This allows adult to access the scrub with no\n" //
|
|
"Scale or Iron Boots."; //
|
|
string_view LogicForestOutsideBackdoorDesc = "Difficulty: Intermediate\n" //
|
|
"With a precise jump slash from above, you can\n" //
|
|
"reach the backdoor to the west courtyard without\n"
|
|
"Hover Boots. Applies to both Vanilla and Master\n"//
|
|
"Quest."; //
|
|
string_view LogicForestDoorFrameDesc = "Difficulty: Intermediate\n" //
|
|
"A precise Hover Boots movement from the upper\n" //
|
|
"balconies in this courtyard can be used to get on\n"
|
|
"top of the door frame. Applies to both Vanilla and"
|
|
"Master Quest. In Vanilla, from on top the door\n" //
|
|
"frame you can summon Pierre, allowing you to\n" //
|
|
"access the falling ceiling room early. In Master\n"
|
|
"Quest, this allows you to obtain the GS on the\n" //
|
|
"door frame as adult without Hookshot or Song of\n"//
|
|
"Time."; //
|
|
string_view LogicForestOutdoorEastGSDesc = "Difficulty: Novice\n" //
|
|
"Precise Boomerang throws can allow child to kill\n"
|
|
"the Skulltula and collect the token."; //
|
|
string_view LogicFireBossDoorJumpDesc = "Difficulty: Intermediate\n" //
|
|
"The Fire Temple Boss Door can be reached with a\n"//
|
|
"precise jump. You must be touching the side wall\n"
|
|
"of the room so that Link will grab the ledge from\n"
|
|
"farther away than is normally possible."; //
|
|
string_view LogicFireStrengthDesc = "Difficulty: Expert\n" //
|
|
"A precise jump can be used to skip pushing the\n" //
|
|
"block."; //
|
|
string_view LogicFireScarecrowDesc = "Difficulty: Novice\n" //
|
|
"Also known as \"Pixelshot\". The Longshot can\n" //
|
|
"reach the target on the elevator itself, allowing\n"
|
|
"you to skip needing to spawn the scarecrow."; //
|
|
string_view LogicFireFlameMazeDesc = "Difficulty: Expert\n" //
|
|
"If you move quickly you can sneak past the edge of"
|
|
"a flame wall before it can rise up to block you.\n"
|
|
"To do it without taking damage is more precise.\n"//
|
|
"Allows you to progress without needing either a\n"//
|
|
"Small Key or Hover Boots."; //
|
|
string_view LogicFireSongOfTimeDesc = "Difficulty: Intermediate\n" //
|
|
"A precise jump can be used to reach this room."; //
|
|
string_view LogicWaterTempleTorchLongshotDesc = "Difficulty: Novice\n" //
|
|
"Stand on the eastern side of the central pillar\n"//
|
|
"and longshot the torches on the bottom level.\n" //
|
|
"Swim through the corridor and float up to the top\n"
|
|
"level. This allows access to this area and lower\n"
|
|
"water levels without Iron Boots. The majority of\n"
|
|
"the tricks that allow you to skip Iron Boots in\n"//
|
|
"the Water Temple are not going to be relevant\n" //
|
|
"unless this trick is first enabled."; //
|
|
string_view LogicWaterTempleUpperBoostDesc = "Difficulty: Expert\n" //
|
|
"Stand on the corner closest to the upper ledge\n" //
|
|
"where you play Zelda's Lullaby to raise the water\n"
|
|
"and put a bomb down behind you. Hold forward when\n"
|
|
"the bomb explodes and Link should jump just far\n"//
|
|
"enough to grab the ledge."; //
|
|
string_view LogicWaterCentralBowDesc = "Difficulty: Intermediate\n" //
|
|
"A very precise Bow shot can hit the eye switch\n" //
|
|
"from the floor above. Then, you can jump down into"
|
|
"the hallway and make through it before the gate\n"//
|
|
"closes. It can also be done as child, using the\n"//
|
|
"Slingshot instead of the Bow."; //
|
|
string_view LogicWaterCentralGSFWDesc = "Difficulty: Novice\n" //
|
|
"If you set Farore's Wind inside the central pillar"
|
|
"and then return to that warp point after raising\n"
|
|
"the water to the highest level, you can obtain\n" //
|
|
"this Skulltula Token with Hookshot or Boomerang.";//
|
|
string_view LogicWaterCrackedWallNothingDesc = "Difficulty: Expert\n" //
|
|
"A precise jump slash (among other methods) will\n"//
|
|
"get you to the cracked wall without needing the\n"//
|
|
"Hover Boots or to raise the water to the middle\n"//
|
|
"level. This trick supersedes \"Water Temple\n" //
|
|
"Cracked Wall with Hover Boots\"."; //
|
|
string_view LogicWaterCrackedWallHoversDesc = "Difficulty: Expert\n" //
|
|
"With a midair side-hop while wearing the Hover\n" //
|
|
"Boots, you can reach the cracked wall without\n" //
|
|
"needing to raise the water up to the middle level.";
|
|
string_view LogicWaterBossKeyRegionDesc = "Difficulty: Intermediate\n" //
|
|
"With precise Hover Boots movement it is possible\n"
|
|
"to reach the boss key chest's region without\n" //
|
|
"needing the Longshot. It is not necessary to take\n"
|
|
"damage from the spikes. The Gold Skulltula Token\n"
|
|
"in the following room can also be obtained with\n"//
|
|
"just the Hover Boots."; //
|
|
string_view LogicWaterBKJumpDiveDesc = "Difficulty: Intermediate\n" //
|
|
"Stand on the very edge of the raised corridor\n" //
|
|
"leading from the push block room to the rolling\n"//
|
|
"boulder corridor. Face the gold skulltula on the\n"
|
|
"waterfall and jump over the boulder corridor floor"
|
|
"into the pool of water, swimming right once\n" //
|
|
"underwater. This allows access to the boss key\n" //
|
|
"room without Iron boots."; //
|
|
string_view LogicWaterNorthBasementLedgeJumpDesc = "Difficulty: Novice\n" //
|
|
"In the northern basement there's a ledge from\n" //
|
|
"where, in vanilla Water Temple, boulders roll out\n"
|
|
"into the room. Normally to jump directly to this\n"
|
|
"ledge logically requires the Hover Boots, but with"
|
|
"precise jump, it can be done without them. This\n"//
|
|
"trick applies to both Vanilla and Master Quest."; //
|
|
string_view LogicWaterDragonAdultDesc = "Difficulty: Expert\n" //
|
|
"Normally you need both Hookshot and Iron Boots to\n"
|
|
"hit the switch and swim through the tunnel to get\n"
|
|
"to the chest. But by hitting the switch from dry\n"
|
|
"land, using one of Bombchus, Hookshot, or Bow, it\n"
|
|
"is possible to skip one or both of those\n" //
|
|
"requirements. After the gate has been opened, a\n"//
|
|
"well-timed dive with at least the Silver Scale\n" //
|
|
"could be used to swim through the tunnel."; //
|
|
string_view LogicWaterDragonJumpDiveDesc = "Difficulty: Expert\n" //
|
|
"If you come into the dragon statue room from the\n"
|
|
"serpent river, you can jump down from above and\n"//
|
|
"get into the tunnel without needing either Iron\n"//
|
|
"Boots or a Scale. This trick applies to both\n" //
|
|
"Vanilla and Master Quest. In Vanilla, you must\n" //
|
|
"shoot the switch from above with the Bow, and then"
|
|
"quickly get through the tunnel before the gate\n" //
|
|
"closes."; //
|
|
string_view LogicWaterRiverGSDesc = "Difficulty: Novice\n" //
|
|
"Standing on the exposed ground toward the end of\n"
|
|
"the river, a precise Longshot use can obtain the\n"
|
|
"token."; //
|
|
string_view LogicWaterFallingPlatformGSDesc = "Difficulty: Intermediate\n" //
|
|
"If you stand on the very edge of the platform,\n" //
|
|
"this Gold Skulltula can be obtained with only the\n"
|
|
"Hookshot."; //
|
|
string_view LogicSpiritLowerAdultSwitchDesc = "Difficulty: Novice\n" //
|
|
"A bomb can be used to hit the switch on the\n" //
|
|
"ceiling, but it must be thrown from a particular\n"
|
|
"distance away and with precise timing."; //
|
|
string_view LogicSpiritChildBombchuDesc = "Difficulty: Intermediate\n" //
|
|
"A carefully-timed Bombchu can hit the switch."; //
|
|
string_view LogicSpiritWallDesc = "Difficulty: Expert\n" //
|
|
"The logic normally guarantees a way of dealing\n" //
|
|
"with both the Beamos and the Walltula before\n" //
|
|
"climbing the wall."; //
|
|
string_view LogicSpiritLobbyGSDesc = "Difficulty: Intermediate\n" //
|
|
"Standing on the highest part of the arm of the\n" //
|
|
"statue, a precise Boomerang throw can kill and\n" //
|
|
"obtain this Gold Skulltula. You must throw the\n" //
|
|
"Boomerang slightly off to the side so that it\n" //
|
|
"curves into the Skulltula, as aiming directly at\n"
|
|
"it will clank off of the wall in front."; //
|
|
string_view LogicSpiritMapChestDesc = "Difficulty: Intermediate\n" //
|
|
"To get a line of sight from the upper torch to the"
|
|
"map chest torches, you must pull an Armos statue\n"
|
|
"all the way up the stairs."; //
|
|
string_view LogicSpiritSunChestDesc = "Difficulty: Expert\n" //
|
|
"Using the blocks in the room as platforms you can\n"
|
|
"get lines of sight to all three torches. The timer"
|
|
"on the torches is quite short so you must move\n" //
|
|
"quickly in order to light all three."; //
|
|
string_view LogicShadowFireArrowEntryDesc = "Difficulty: Expert\n" //
|
|
"It is possible to light all of the torches to open"
|
|
"the Shadow Temple entrance with just Fire Arrows,\n"
|
|
"but you must be very quick, precise, and strategic"
|
|
"with how you take your shots."; //
|
|
string_view LogicShadowUmbrellaDesc = "Difficulty: Expert\n" //
|
|
"A very precise Hover Boots movement from off of\n"//
|
|
"the lower chest can get you on top of the crushing\n"
|
|
"spikes without needing to pull the block. Applies\n"
|
|
"to both Vanilla and Master Quest."; //
|
|
string_view LogicShadowFreestandingKeyDesc = "Difficulty: Intermediate\n" //
|
|
"Release the Bombchu with good timing so that it\n"//
|
|
"explodes near the bottom of the pot."; //
|
|
string_view LogicShadowStatueDesc = "Difficulty: Novice\n" //
|
|
"By sending a Bombchu around the edge of the gorge,"
|
|
"you can knock down the statue without needing a\n"//
|
|
"Bow. Applies in both vanilla and MQ Shadow."; //
|
|
string_view LogicChildDeadhandDesc = "Difficulty: Novice\n" //
|
|
"Requires 9 sticks or 5 jump slashes."; //
|
|
string_view LogicGtgWithoutHookshotDesc = "Difficulty: Expert\n" //
|
|
"The final silver rupee on the ceiling can be\n" //
|
|
"reached by being pulled up into it by the\n" //
|
|
"Wallmaster.\n" //
|
|
"Then, you must also reach the exit of the room\n" //
|
|
"without the use of the Hookshot. If you move\n" //
|
|
"quickly, you can sneak past the edge of a\n" //
|
|
"flame wall before it can rise up to block you.\n" //
|
|
"To do so without taking damage is more precise"; //
|
|
string_view LogicGtgFakeWallDesc = "Difficulty: Novice\n" //
|
|
"A precise Hover Boots use from the top of the\n" //
|
|
"chest can allow you to grab the ledge without\n" //
|
|
"needing the usual requirements."; //
|
|
string_view LogicLensSpiritDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Spirit Temple."; //
|
|
string_view LogicLensShadowDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Shadow Temple before the invisible moving platform";
|
|
string_view LogicLensShadowBackDesc = "Difficulty: Intermediate\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Shadow Temple beyond the invisible moving platform";
|
|
string_view LogicLensBotwDesc = "Difficulty: Intermediate\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Bottom of the Well."; //
|
|
string_view LogicLensGtgDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Gerudo Training Grounds."; //
|
|
string_view LogicLensCastleDesc = "Difficulty: Intermediate\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Ganon's Castle."; //
|
|
string_view LogicLensJabuMQDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Jabu Jabu's Belly MQ."; //
|
|
string_view LogicLensSpiritMQDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Spirit Temple MQ."; //
|
|
string_view LogicLensShadowMQDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Shadow Temple MQ before the invisible moving \n" //
|
|
"platform"; //
|
|
string_view LogicLensShadowMQBackDesc = "Difficulty: Intermediate\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Shadow Temple MQ beyond the invisible moving \n" //
|
|
"platform"; //
|
|
string_view LogicLensBotwMQDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Bottom of the Well MQ."; //
|
|
string_view LogicLensGtgMQDesc = "Difficulty: Novice\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Gerudo Training Grounds MQ."; //
|
|
string_view LogicLensCastleMQDesc = "Difficulty: Intermediate\n" //
|
|
"Removes the requirements for the Lens of Truth in\n"
|
|
"Ganon's Castle MQ."; //
|
|
string_view LogicSpiritTrialHookshotDesc = "Difficulty: Intermediate\n" //
|
|
"A precise jump off of an Armos can collect the\n" //
|
|
"highest rupee."; //
|
|
//
|
|
string_view LogicFlamingChestsDesc = "Difficulty: Novice\n" //
|
|
"The chests encircled in flames in Gerudo Training\n"
|
|
"Grounds and in Spirit Temple can be opened by\n" //
|
|
"running into the flames while Link is invincible\n"
|
|
"after taking damage."; //
|
|
//
|
|
/*------------------------------ //
|
|
| GLITCHES | //
|
|
------------------------------*/ //
|
|
const std::vector<string_view> GlitchDifficulties{"Novice", "Intermediate", "Advanced", "Expert", "Hero"}; //
|
|
/* Restricted Items */ //
|
|
string_view GlitchRestrictedItemsDescDisabled = "Swapping an item that can normally be used in an\n"
|
|
"area with one that would be dimmed will let you\n"
|
|
"use that item for 1 frame after closing your\n" //
|
|
"inventory. This can be useful on its own or in\n" //
|
|
"combination with other glitches."; //
|
|
string_view GlitchRestrictedItemsDescNovice = "You may be required to use restricted items."; //
|
|
/* Super Stab */ //
|
|
string_view GlitchSuperStabDescDisabled = "Forcing sticks to unequip during a crouch stab by\n"
|
|
"breaking it and moving them in your inventory has\n"
|
|
"the effect of hitting all spherical collision."; //
|
|
string_view GlitchSuperStabDescNovice = "You may be expected to hit switches or kill gold\n"
|
|
"skulltulas with a super stab."; //
|
|
/* ISG */ //
|
|
string_view GlitchISGDescDisabled = "Shortened to ISG, allows Link's melee weapon to\n"//
|
|
"be in a constant swinging state. Simply touching\n"
|
|
"objects with this causes them to get hit.\n" //
|
|
"Putting away the weapon while ISG is on hits\n" //
|
|
"any object with a spherical hitbox,\n" //
|
|
"such as small skulltulas. It is initiated by\n" //
|
|
"interrupting a crouch stab."; //
|
|
string_view GlitchISGDescNovice = "ISG may be required to kill certain enemies,\n" //
|
|
"or to Bomb Hover when enabled."; //
|
|
string_view GlitchISGDescIntermediate = "You may be required to use a bomb to activate ISG.";
|
|
string_view GlitchISGDescAdvanced = "You may be required to use a bomb to activate ISG\n"
|
|
"repeatedly or while under attack."; //
|
|
/* Hover */ //
|
|
string_view GlitchHoverDescDisabled = "Hovering allows Link to consecutively backflip\n" //
|
|
"in the air without falling. By shielding\n" //
|
|
"damage with ISG on, Link will stay in midair.\n" //
|
|
"While bombs aren't always required, this option\n"//
|
|
"will always expect them to be used.\n" //
|
|
"\n" //
|
|
"Requires ISG to be enabled."; //
|
|
string_view GlitchHoverDescNovice = "Only bombchus are required for hovering."; //
|
|
string_view GlitchHoverDescIntermediate = "Some hovers may require that you start from flat\n"
|
|
"terrain, which requires somewhat precise timing.";//
|
|
string_view GlitchHoverDescAdvanced = "Usage of regular bombs will now also be expected,\n"
|
|
"which may require consecutive precise timings."; //
|
|
/* Bomb OI */ //
|
|
string_view GlitchBombOIDescDisabled = "Allowing a bomb to explode in Link's hands while\n"
|
|
"moving and then attempting to pull out a cutscene\n"
|
|
"item on a specific frame will cause Link to play\n"
|
|
"an invisible ocarina instead.\n" //
|
|
"This will only work if bombs are not dimmed on the"
|
|
"frame you use the cutscene item."; //
|
|
string_view GlitchBombOIDescNovice = "You may be expected to use ocarina items with a\n"//
|
|
"bomb to play warp songs."; //
|
|
string_view GlitchBombOIDescIntermediate = "You may be expected to use ocarina items with a\n"//
|
|
"bomb to play the ocarina where Link's position\n" //
|
|
"matters."; //
|
|
string_view GlitchBombOIDescAdvanced = "You may be expected to use restricted items to use"
|
|
"the cutscene item or to make the bombs usable on\n"
|
|
"the correct frame."; //
|
|
string_view GlitchBombOIDescExpert = "You may be expected to use restricted items to\n" //
|
|
"perform ocarina items where Link's position isn't\n"
|
|
"particularly lenient"; //
|
|
/* Hover Boost */ //
|
|
string_view GlitchHoverBoostDescDisabled = "Equipping hover boots when Link takes damage will\n"
|
|
"cause him to keep the high knockback speed and\n" //
|
|
"lets him traverse large gaps.\n" //
|
|
"If performed at the edge of a platform Link will\n"
|
|
"instead perform a mega jump which has less range\n"
|
|
"but more height than a hover boost."; //
|
|
string_view GlitchHoverBoostDescNovice = "Hover boosts that do not need the maximum speed\n"//
|
|
"may be required."; //
|
|
string_view GlitchHoverBoostDescIntermediate = "Hover boosts that do need the maximum speed may be"
|
|
"required."; //
|
|
string_view GlitchHoverBoostDescAdvanced = "Hover boosts that use more complex movement during"
|
|
"the hover may be required."; //
|
|
/* Super Slide */ //
|
|
string_view GlitchSuperSlideDescDisabled = "Holding the circle pad just outside the dead zone\n"
|
|
"will cause Link to turn on the spot which locks\n"//
|
|
"his speed. This can be used to preserve high\n" //
|
|
"speeds indefinitely."; //
|
|
string_view GlitchSuperSlideDescNovice = "Forward extended super slides (FESSes) where Link\n"
|
|
"is damaged by an explosion may be required."; //
|
|
string_view GlitchSuperSlideDescIntermediate = "Hammer extended super slides where the recoil from"
|
|
"a hammer crouch stab is used may be required."; //
|
|
string_view GlitchSuperSlideDescAdvanced = "Hyper Extended Super Slides (HESSes) and\n" //
|
|
"damageless FESSes where Link rolls into a bomb may"
|
|
"be required."; //
|
|
string_view GlitchSuperSlideDescExpert = "HESSes with more precise movement may be required.";
|
|
/* Megaflip */ //
|
|
string_view GlitchMegaflipDescDisabled = "A backflip or sidehop with high speed from an\n" //
|
|
"attack hitting your shield during i-frames. This\n"
|
|
"is normally achieved by rolling into an explosion.\n"
|
|
"Equipping hover boots to preserve the high speed\n"
|
|
"when landing is known as a hoverflip."; //
|
|
string_view GlitchMegaflipDescNovice = "You may be expected to perform megaflips on flat\n"
|
|
"ground with bombs."; //
|
|
string_view GlitchMegaflipDescIntermediate = "You may be expected to perform megaflips in small\n"
|
|
"areas, distance megaflips, or hoverflips with a\n"//
|
|
"bomb."; //
|
|
string_view GlitchMegaflipDescAdvanced = "You may be expected to perform hoverflips with\n" //
|
|
"difficult midair movement, or distance megaflips\n"
|
|
"under time pressure with a bomb.\n\n" //
|
|
"Additionally, you may be expected to perform\n" //
|
|
"novice megaflips with a bombchu"; //
|
|
string_view GlitchMegaflipDescExpert = "You may be expected to perform intermediate\n" //
|
|
"megaflips with a bombchu."; //
|
|
string_view GlitchMegaflipDescHero = "You may be expected to perform any megaflip with a"
|
|
"bombchu."; //
|
|
/* A-Slide */ //
|
|
string_view GlitchASlideDescDisabled = "An A-slide is performed the same as a megaflip\n" //
|
|
"except without pressing the A button at the end.\n"
|
|
"This causes child Link's collision to glitch below"
|
|
"the ground and lets him bypass certain actors."; //
|
|
string_view GlitchASlideDescNovice = "You may be expected to perform A-slides to pass\n"//
|
|
"actors you can't press A to interact with."; //
|
|
string_view GlitchASlideDescIntermediate = "You may be expected to perform A-slides quickly or"
|
|
"around actors that can be interacted with."; //
|
|
string_view GlitchASlideDescAdvanced = "You may be expected to perform novice A-slides\n" //
|
|
"with a bombchu."; //
|
|
string_view GlitchASlideDescExpert = "You may be expected to perform intermediate\n" //
|
|
"A-slides with a bombchu.";
|
|
/* Hammer Slide */ //
|
|
string_view GlitchHammerSlideDescDisabled = "Equipping hover boots after a hammer crouch stab\n"
|
|
"against a wall preserves the recoil speed which\n"//
|
|
"allows Link to cross larger gaps than usual."; //
|
|
string_view GlitchHammerSlideDescNovice = "Simple hammer slides may be required"; //
|
|
string_view GlitchHammerSlideDescIntermediate = "Hammer slides which require good movement and high"
|
|
"speed may be required."; //
|
|
/* Ledge Cancel */ //
|
|
string_view GlitchLedgeCancelDescDisabled = "Climbing a short ledge and shielding damage will\n"
|
|
"prevent the ledge climbing state from ending.\n" //
|
|
"This state allows Link to walk through some actors"
|
|
"such as boulders and NPCs."; //
|
|
string_view GlitchLedgeCancelDescNovice = "You may be expected to perform ledge cancels using"
|
|
"bombs as a damage source."; //
|
|
string_view GlitchLedgeCancelDescIntermediate = "You may be expected to perform ledge cancels in\n"//
|
|
"places with little room."; //
|
|
string_view GlitchLedgeCancelDescAdvanced = "You may be expected to perform ledge cancels using"
|
|
"bombchus as a damage source."; //
|
|
/* Action Swap */ //
|
|
string_view GlitchActionSwapDescDisabled = "Action swap allows Link to switch between 2 held\n"
|
|
"items without the put away/equip animations.\n" //
|
|
"This can be exploited to produce various effects.";
|
|
string_view GlitchActionSwapDescNovice = "You may be expected to use shallow water to set up"
|
|
"action swap."; //
|
|
string_view GlitchActionSwapDescAdvanced = "You may be expected to use bombchus to set up\n" //
|
|
"action swap."; //
|
|
/* QPA */ //
|
|
string_view GlitchQPADescDisabled = "Certain events can cancel putting away an item\n" //
|
|
"which later lets Link put it away without an\n" //
|
|
"animation. This can be used with sticks to access\n"
|
|
"a glitched damage value with the properties of\n" //
|
|
"hammer and fire arrows, or with a bottle to store\n"
|
|
"a cutscene for ocarina items."; //
|
|
string_view GlitchQPADescNovice = "You may be expected to get QPA using the boots\n" //
|
|
"animation to delay putting away the item and a\n" //
|
|
"bomb."; //
|
|
string_view GlitchQPADescIntermediate = "You may be expected to get QPA using only a bomb.";
|
|
string_view GlitchQPADescAdvanced = "You may be expected to get QPA using a ledge grab\n"
|
|
"to interrupt putting away the item."; //
|
|
string_view GlitchQPADescExpert = "You may be expected to get QPA from enemy attacks.";
|
|
/* Hookshot Clip */ //
|
|
string_view GlitchHookshotClipDescDisabled = "Hookshot Clipping allows Link to hookshot through\n"
|
|
"certain walls, which is useful if a valid\n" //
|
|
"target is on the other side."; //
|
|
string_view GlitchHookshotClipDescNovice = "Basic Hookshot Clipping may be required."; //
|
|
string_view GlitchHookshotClipDescIntermediate = "Hookshot clips with precise angles and poor\n" //
|
|
"visibility may be required."; //
|
|
/* Hookshot Jump: Bonk */ //
|
|
string_view GlitchHookshotJump_BonkDescDisabled = "A Hookshot Jump is an umbrella term for techniques"
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"that launch Link into the sky using the Hookshot\n"
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"in various ways, sometimes together with\n" //
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"other items. The bonk method only requires the\n" //
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"Hookshot itself."; //
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string_view GlitchHookshotJump_BonkDescNovice = "Simple hookshot jumps against large flat walls of\n"
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"hookshottable surfaces may be required."; //
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string_view GlitchHookshotJump_BonkDescIntermediate = "Less lenient hookshot jumps may be required."; //
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string_view GlitchHookshotJump_BonkDescAdvanced = "Hookshot jumps with precise midair movement may be"
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"required."; //
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/* Hookshot Jump: Boots */ //
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string_view GlitchHookshotJump_BootsDescDisabled = "This Hookshot Jump technique is one of the easier\n"
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"ones, and require any pair of boots."; //
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string_view GlitchHookshotJump_BootsDescNovice = "Only relatively short Hookshot Jumps with boots\n"//
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"may be required."; //
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string_view GlitchHookshotJump_BootsDescIntermediate = "Higher Hookshot Jumps with boots, where you look\n"
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"further up or downwards may be required."; //
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string_view GlitchHookshotJump_BootsDescAdvanced = "Hookshot jumps that require a lot of height and\n"//
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"precise midair movement may be required."; //
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/* Cutscene Dives */ //
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string_view GlitchCutsceneDiveDescDisabled = "Water physics won't effect Link if he enters the\n"
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"water while a cutscene is playing, allowing him\n"//
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"to sink to the bottom."; //
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string_view GlitchCutsceneDiveDescNovice = "Attempting to use Farore's Wind (when it's already"
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"set) with another magic item active prevents the\n"
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"water from clearing the FW cutscene until the\n" //
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"other effect ends.\n" //
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"You may be expected to use Nayru's Love as the\n" //
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"other magic effect."; //
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string_view GlitchCutsceneDiveDescIntermediate = "You can catch something in a bottle while standing"
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"over water using the hover boots to fall through\n"
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"the water during the catching cutscene."; //
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string_view GlitchCutsceneDiveDescAdvanced = "You may be expected to use magic arrows to perform"
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"Farore's Wind cutscene dives."; //
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/* Navi Dive: Stick */ //
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string_view GlitchNaviDive_StickDescDisabled = "A Navi dive is a type of cutscene dive achieved by"
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"falling off a ledge while talking to Navi. While\n"
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"the usual method for achieving this is a TSC, it\n"
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"is also possible to perform using a jump attack\n"//
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"with deku sticks."; //
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string_view GlitchNaviDive_StickDescNovice = "You may be expected to enter BotW with a stick\n" //
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"Navi dive."; //
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string_view GlitchNaviDive_StickDescIntermediate = "You may be expected to use the LH to ZD shortcut\n"
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"with a stick Navi dive."; //
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string_view GlitchNaviDive_StickDescAdvanced = "You may be expected to use the LW to ZR shortcut\n"
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"with a stick Navi dive."; //
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/* TSC */ //
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string_view GlitchTripleSlashClipDescDisabled = "When doing a three-slash-combo with either the\n" //
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"Kokiri Sword or the Master Sword and put it away,\n"
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"Link will be placed back a small distance.\n" //
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"If, while slashing, you use the recoil of hitting\n"
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"a wall and then put away the sword, Link may clip\n"
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"into a wall behind him if angled correctly."; //
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string_view GlitchTripleSlashClipDescNovice = "Basic Triple Slash Clipping may be required."; //
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string_view GlitchTripleSlashClipDescIntermediate = "Some more complex OoB movement may be required."; //
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string_view GlitchTripleSlashClipDescAdvanced = "Very precise OoB movement may be required."; //
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string_view GlitchTripleSlashClipDescExpert = "Very precise TSCs may be required."; //
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/* Ledge Clip */ //
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string_view GlitchLedgeClipDescDisabled = "A Ledge Clip allows Link to fall through a floor\n"
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"or pass through an object by facing a wall\n" //
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"and dropping down to the left in various ways.\n" //
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"These only work as an adult."; //
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string_view GlitchLedgeClipDescNovice = "Basic Ledge Clips may be required.\n" //
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"Some require that you let go of the ledge with\n" //
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"a specific timing."; //
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string_view GlitchLedgeClipDescIntermediate = "Certain harder clips may also be required."; //
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string_view GlitchLedgeClipDescAdvanced = "Ledge clips with complex OoB movement may be\n" //
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"required."; //
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/* Seam Walk */ //
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string_view GlitchSeamWalkDescDisabled = "Where 2 walls come together they form a seam that\n"
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"Link can stand on. It is possible to use these to\n"
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"gain height and reach normally inaccessible areas.\n"
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"Additionally these seams can reach far above the\n"
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"walls that form them, creating invisible seams."; //
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string_view GlitchSeamWalkDescNovice = "Short seam walks up visible walls with ISG may be\n"
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"required."; //
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string_view GlitchSeamWalkDescIntermediate = "Short seam walks up visible walls without ISG or\n"
|
|
"longer seam walks with ISG may be required."; //
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string_view GlitchSeamWalkDescAdvanced = "Longer seam walks without ISG may be required."; //
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string_view GlitchSeamWalkDescExpert = "Very precise seam walks may be required."; //
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string_view GlitchSeamWalkDescHero = "Crossing Gerudo Valley as child by walking up a\n"//
|
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"wall with the cucco may be required."; //
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/* Misc Glitches */ //
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string_view GlitchWWTEscapeDesc = "Using deku nuts and the crawlspace to let you\n" //
|
|
"move while reading the nearby sign, you can walk\n"
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"through the Kokiri guarding the exit. This only\n"//
|
|
"affects logic with shuffled entrances."; //
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string_view GlitchGVTentAsChildDesc = "The loading zone for the carpenters' tent exists\n"
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|
"in the child map despite the tent being removed.\n\n"
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"With this setting enabled you may be expected to\n"
|
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"use that loading zone."; //
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string_view GlitchGFGuardSneakDesc = "By using the bow, hookshot, or boomerang while\n" //
|
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"looking up and targeting the Fortress wall, you\n"//
|
|
"can walk\n past the guard on the slope without\n" //
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"being caught."; //
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string_view GlitchItemlessWastelandDesc = "By starting a backwalk and then targeting every\n"//
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|
"other frame Link will maintain backwalk speed\n" //
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"over the quicksand in the haunted wasteland which\n"
|
|
"lets him cross with no items."; //
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string_view GlitchOccamsStatueDesc = "With some precise movement through loading zones\n"
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|
"in Darunia's room, it is possible to unload the\n"//
|
|
"collision of the statue blocking the way to DMC.";//
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string_view GlitchZDOoBJumpSlashDesc = "Jump slashing the wall next to the pillar above\n"//
|
|
"the ZD to LH shortcut as adult will let you clip\n"
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|
"through. From here you can either jump to the shop"
|
|
"loading zone or fall OoB a little bit and swim\n" //
|
|
"into the shortcut loading zone."; //
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string_view GlitchJabuStickRecoilDesc = "Child can enter Jabu without a fish in a bottle\n"//
|
|
"using the recoil from breaking a deku stick while\n"
|
|
"sidehopping next to the loading zone."; //
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string_view GlitchJabuAdultDesc = "Adult can enter Jabu by walking over a specific\n"//
|
|
"section of ice on the side near ice cavern."; //
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string_view GlitchBlueFireWallDesc = "Pouring blue fire on certain destructable walls\n"//
|
|
"will cause them to break."; //
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string_view GlitchClassicHalfieDesc = "Dying during a jump attack towards a ledge just\n"//
|
|
"too high to climb will put Link on top of the\n" //
|
|
"ledge. Combined with a fairy this lets Link climb\n"
|
|
"ledges such as the one to the switch in DC."; //
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string_view GlitchModernHalfieDesc = "Using a bomb flower and a twisted backflip, it is\n"
|
|
"possible to access the switch in DC with only a\n"//
|
|
"deku shield and the goron bracelet."; //
|
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string_view GlitchJabuSwitchDesc = "Using a cutscene item the frame you land on the\n"//
|
|
"blue switches in Jabu Jabu's Belly will make them\n"
|
|
"stay held for a while after you step off them."; //
|
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string_view GlitchForestBKSkipDesc = "Using the hookshot or bow to shorten a backflip\n"//
|
|
"it is possible to land on the other side of the\n"//
|
|
"railing in the north of the lobby and get clipped\n"
|
|
"out of bounds. From here it is possible to jump\n"//
|
|
"into the boss loading zone."; //
|
|
string_view GlitchFireGrunzClipDesc = "Grabbing a ledge in a corner partially clips Link\n"
|
|
"through the wall. A bomb can be used to push Link\n"
|
|
"fully through the wall to get out of bounds. This\n"
|
|
"can be used in the fire temple along with hover\n"//
|
|
"boots to skip hammer in the first room."; //
|