From ae776353a1f8afc906633b5bf8c6a7a2647d1bdb Mon Sep 17 00:00:00 2001 From: Malkierian Date: Thu, 27 Jun 2024 19:45:16 -0700 Subject: [PATCH 01/26] Port initial framework up to latest dev-rando. Includes about 15 items using the SCL structure for tracking. --- soh/include/variables.h | 1 + soh/include/z64item.h | 15 + soh/soh/Enhancements/randomizer/context.cpp | 687 ++++++++++++++++++ soh/soh/Enhancements/randomizer/context.h | 27 + soh/soh/Enhancements/randomizer/item.cpp | 1 + soh/soh/Enhancements/randomizer/item.h | 1 + soh/soh/Enhancements/randomizer/item_list.cpp | 54 +- soh/soh/Enhancements/randomizer/logic.cpp | 156 +++- soh/soh/Enhancements/randomizer/logic.h | 2 +- .../Enhancements/randomizer/randomizer_inf.h | 11 + 10 files changed, 912 insertions(+), 43 deletions(-) diff --git a/soh/include/variables.h b/soh/include/variables.h index 2c226f2c6b9..0f50e224902 100644 --- a/soh/include/variables.h +++ b/soh/include/variables.h @@ -94,6 +94,7 @@ extern "C" extern u16 gEquipMasks[4]; extern u16 gEquipNegMasks[4]; extern u32 gUpgradeMasks[8]; + extern u32 gUpgradeNegMasks[8]; extern u8 gEquipShifts[4]; extern u8 gUpgradeShifts[8]; extern u16 gUpgradeCapacities[8][4]; diff --git a/soh/include/z64item.h b/soh/include/z64item.h index 92ce499ba56..ceba11d0916 100644 --- a/soh/include/z64item.h +++ b/soh/include/z64item.h @@ -311,6 +311,21 @@ typedef enum { /* 0xFF */ ITEM_NONE = 0xFF } ItemID; +typedef enum { + EQUIP_FLAG_SWORD_KOKIRI = 1 << 0, + EQUIP_FLAG_SWORD_MASTER = 1 << 1, + EQUIP_FLAG_SWORD_BGS = 1 << 2, + EQUIP_FLAG_SHIELD_DEKU = 1 << 4, + EQUIP_FLAG_SHIELD_HYLIAN = 1 << 5, + EQUIP_FLAG_SHIELD_MIRROR = 1 << 6, + EQUIP_FLAG_TUNIC_KOKIRI = 1 << 8, + EQUIP_FLAG_TUNIC_GORON = 1 << 9, + EQUIP_FLAG_TUNIC_ZORA = 1 << 10, + EQUIP_FLAG_BOOTS_KOKIRI = 1 << 12, + EQUIP_FLAG_BOOTS_IRON = 1 << 13, + EQUIP_FLAG_BOOTS_HOVER = 1 << 14, +} EquipmentFlag; + #define ITEM_TRADE_CHILD ITEM_WEIRD_EGG #define ITEM_TRADE_ADULT ITEM_POCKET_EGG diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index 35c856d603c..0298715997e 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -9,6 +9,7 @@ #include "settings.h" #include "rando_hash.h" #include "fishsanity.h" +#include "macros.h" #include "3drando/hints.hpp" #include @@ -395,6 +396,402 @@ void Context::ParseHintJson(nlohmann::json spoilerFileJson) { CreateStaticHints(); } + + +std::map RandoGetToFlag = { + { RG_KOKIRI_SWORD, EQUIP_FLAG_SWORD_KOKIRI }, + { RG_MASTER_SWORD, EQUIP_FLAG_SWORD_MASTER }, + { RG_BIGGORON_SWORD, EQUIP_FLAG_SWORD_BGS }, + { RG_DEKU_SHIELD, EQUIP_FLAG_SHIELD_DEKU }, + { RG_HYLIAN_SHIELD, EQUIP_FLAG_SHIELD_HYLIAN }, + { RG_MIRROR_SHIELD, EQUIP_FLAG_SHIELD_MIRROR }, + { RG_GORON_TUNIC, EQUIP_FLAG_TUNIC_GORON }, + { RG_ZORA_TUNIC, EQUIP_FLAG_TUNIC_ZORA }, + { RG_IRON_BOOTS, EQUIP_FLAG_BOOTS_IRON }, + { RG_HOVER_BOOTS, EQUIP_FLAG_BOOTS_HOVER }, + { RG_GOHMA_SOUL, RAND_INF_GOHMA_SOUL }, + { RG_KING_DODONGO_SOUL, RAND_INF_KING_DODONGO_SOUL }, + { RG_BARINADE_SOUL, RAND_INF_BARINADE_SOUL }, + { RG_PHANTOM_GANON_SOUL, RAND_INF_PHANTOM_GANON_SOUL }, + { RG_VOLVAGIA_SOUL, RAND_INF_VOLVAGIA_SOUL }, + { RG_MORPHA_SOUL, RAND_INF_MORPHA_SOUL }, + { RG_BONGO_BONGO_SOUL, RAND_INF_BONGO_BONGO_SOUL }, + { RG_TWINROVA_SOUL, RAND_INF_TWINROVA_SOUL }, + { RG_GANON_SOUL, RAND_INF_GANON_SOUL }, + { RG_OCARINA_A_BUTTON, RAND_INF_HAS_OCARINA_A }, + { RG_OCARINA_C_UP_BUTTON, RAND_INF_HAS_OCARINA_C_UP }, + { RG_OCARINA_C_DOWN_BUTTON, RAND_INF_HAS_OCARINA_C_DOWN }, + { RG_OCARINA_C_LEFT_BUTTON, RAND_INF_HAS_OCARINA_C_LEFT }, + { RG_OCARINA_C_RIGHT_BUTTON, RAND_INF_HAS_OCARINA_C_RIGHT } +}; + +std::map RandoGetToDungeonScene = { + { RG_FOREST_TEMPLE_SMALL_KEY, SCENE_FOREST_TEMPLE }, + { RG_FIRE_TEMPLE_SMALL_KEY, SCENE_FIRE_TEMPLE }, + { RG_WATER_TEMPLE_SMALL_KEY, SCENE_WATER_TEMPLE }, + { RG_SPIRIT_TEMPLE_SMALL_KEY, SCENE_SPIRIT_TEMPLE }, + { RG_SHADOW_TEMPLE_SMALL_KEY, SCENE_SHADOW_TEMPLE }, + { RG_BOTTOM_OF_THE_WELL_SMALL_KEY, SCENE_BOTTOM_OF_THE_WELL }, + { RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, SCENE_GERUDO_TRAINING_GROUND }, + { RG_GERUDO_FORTRESS_SMALL_KEY, SCENE_THIEVES_HIDEOUT }, + { RG_GANONS_CASTLE_SMALL_KEY, SCENE_INSIDE_GANONS_CASTLE }, + { RG_FOREST_TEMPLE_KEY_RING, SCENE_FOREST_TEMPLE }, + { RG_FIRE_TEMPLE_KEY_RING, SCENE_FIRE_TEMPLE }, + { RG_WATER_TEMPLE_KEY_RING, SCENE_WATER_TEMPLE }, + { RG_SPIRIT_TEMPLE_KEY_RING, SCENE_SPIRIT_TEMPLE }, + { RG_SHADOW_TEMPLE_KEY_RING, SCENE_SHADOW_TEMPLE }, + { RG_BOTTOM_OF_THE_WELL_KEY_RING, SCENE_BOTTOM_OF_THE_WELL }, + { RG_GERUDO_TRAINING_GROUNDS_KEY_RING, SCENE_GERUDO_TRAINING_GROUND }, + { RG_GERUDO_FORTRESS_KEY_RING, SCENE_THIEVES_HIDEOUT }, + { RG_GANONS_CASTLE_KEY_RING, SCENE_INSIDE_GANONS_CASTLE }, + { RG_FOREST_TEMPLE_BOSS_KEY, SCENE_FOREST_TEMPLE }, + { RG_FIRE_TEMPLE_BOSS_KEY, SCENE_FIRE_TEMPLE }, + { RG_WATER_TEMPLE_BOSS_KEY, SCENE_WATER_TEMPLE }, + { RG_SPIRIT_TEMPLE_BOSS_KEY, SCENE_SPIRIT_TEMPLE }, + { RG_SHADOW_TEMPLE_BOSS_KEY, SCENE_SHADOW_TEMPLE }, + { RG_GANONS_CASTLE_BOSS_KEY, SCENE_INSIDE_GANONS_CASTLE }, + { RG_DEKU_TREE_MAP, SCENE_DEKU_TREE }, + { RG_DODONGOS_CAVERN_MAP, SCENE_DODONGOS_CAVERN }, + { RG_JABU_JABUS_BELLY_MAP, SCENE_JABU_JABU }, + { RG_FOREST_TEMPLE_MAP, SCENE_FOREST_TEMPLE }, + { RG_FIRE_TEMPLE_MAP, SCENE_FIRE_TEMPLE }, + { RG_WATER_TEMPLE_MAP, SCENE_WATER_TEMPLE }, + { RG_SPIRIT_TEMPLE_MAP, SCENE_SPIRIT_TEMPLE }, + { RG_SHADOW_TEMPLE_MAP, SCENE_SHADOW_TEMPLE }, + { RG_BOTTOM_OF_THE_WELL_MAP, SCENE_BOTTOM_OF_THE_WELL }, + { RG_ICE_CAVERN_MAP, SCENE_ICE_CAVERN }, + { RG_DEKU_TREE_COMPASS, SCENE_DEKU_TREE }, + { RG_DODONGOS_CAVERN_COMPASS, SCENE_DODONGOS_CAVERN }, + { RG_JABU_JABUS_BELLY_COMPASS, SCENE_JABU_JABU }, + { RG_FOREST_TEMPLE_COMPASS, SCENE_FOREST_TEMPLE }, + { RG_FIRE_TEMPLE_COMPASS, SCENE_FIRE_TEMPLE }, + { RG_WATER_TEMPLE_COMPASS, SCENE_WATER_TEMPLE }, + { RG_SPIRIT_TEMPLE_COMPASS, SCENE_SPIRIT_TEMPLE }, + { RG_SHADOW_TEMPLE_COMPASS, SCENE_SHADOW_TEMPLE }, + { RG_BOTTOM_OF_THE_WELL_COMPASS, SCENE_BOTTOM_OF_THE_WELL }, + { RG_ICE_CAVERN_COMPASS, SCENE_ICE_CAVERN }, + { RG_TREASURE_GAME_SMALL_KEY, SCENE_TREASURE_BOX_SHOP } +}; + +std::map RandoGetToQuestItem = { + { RG_FOREST_MEDALLION, QUEST_MEDALLION_FOREST }, + { RG_FIRE_MEDALLION, QUEST_MEDALLION_FIRE }, + { RG_WATER_MEDALLION, QUEST_MEDALLION_WATER }, + { RG_SPIRIT_MEDALLION, QUEST_MEDALLION_SPIRIT }, + { RG_SHADOW_MEDALLION, QUEST_MEDALLION_SHADOW }, + { RG_LIGHT_MEDALLION, QUEST_MEDALLION_LIGHT }, + { RG_MINUET_OF_FOREST, QUEST_SONG_MINUET }, + { RG_BOLERO_OF_FIRE, QUEST_SONG_BOLERO }, + { RG_SERENADE_OF_WATER, QUEST_SONG_SERENADE }, + { RG_REQUIEM_OF_SPIRIT, QUEST_SONG_REQUIEM }, + { RG_NOCTURNE_OF_SHADOW, QUEST_SONG_NOCTURNE }, + { RG_PRELUDE_OF_LIGHT, QUEST_SONG_PRELUDE }, + { RG_ZELDAS_LULLABY, QUEST_SONG_LULLABY }, + { RG_EPONAS_SONG, QUEST_SONG_EPONA }, + { RG_SARIAS_SONG, QUEST_SONG_SARIA }, + { RG_SUNS_SONG, QUEST_SONG_SUN }, + { RG_SONG_OF_TIME, QUEST_SONG_TIME }, + { RG_SONG_OF_STORMS, QUEST_SONG_STORMS }, + { RG_KOKIRI_EMERALD, QUEST_KOKIRI_EMERALD }, + { RG_GORON_RUBY, QUEST_GORON_RUBY }, + { RG_ZORA_SAPPHIRE, QUEST_ZORA_SAPPHIRE }, + { RG_STONE_OF_AGONY, QUEST_STONE_OF_AGONY }, + { RG_GERUDO_MEMBERSHIP_CARD, QUEST_GERUDO_CARD }, +}; + +uint32_t HookshotLookup[3] = { ITEM_NONE, ITEM_HOOKSHOT, ITEM_LONGSHOT }; +uint32_t OcarinaLookup[3] = { ITEM_NONE, ITEM_OCARINA_FAIRY, ITEM_OCARINA_TIME }; + +void Context::ApplyItemEffect(Item& item, bool remove) { + switch (item.GetItemType()) { + case ITEMTYPE_ITEM: + { + auto randoGet = item.GetRandomizerGet(); + if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_MAJOR || item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_LESSER) { + switch (randoGet) { + case RG_GERUDO_MEMBERSHIP_CARD: + SetQuestItem(QUEST_GERUDO_CARD, remove); + break; + case RG_WEIRD_EGG: + SetRandoInf(RAND_INF_WEIRD_EGG, remove); + break; + case RG_ZELDAS_LETTER: + SetRandoInf(RAND_INF_ZELDAS_LETTER, remove); + break; + case RG_POCKET_EGG: + case RG_COJIRO: + case RG_ODD_MUSHROOM: + case RG_ODD_POTION: + case RG_POACHERS_SAW: + case RG_BROKEN_SWORD: + case RG_PRESCRIPTION: + case RG_EYEBALL_FROG: + case RG_EYEDROPS: + case RG_CLAIM_CHECK: + if (remove) { + mSaveContext->adultTradeItems &= ~(1 << (item.GetGIEntry()->itemId - ITEM_POCKET_EGG)); + } + else { + mSaveContext->adultTradeItems |= (1 << (item.GetGIEntry()->itemId - ITEM_POCKET_EGG)); + } + break; + case RG_PROGRESSIVE_HOOKSHOT: + { + uint8_t i; + for (i = 0; i < 3; i++) { + if (mSaveContext->inventory.items[SLOT_HOOKSHOT] == HookshotLookup[i]) { + break; + } + } + auto newItem = i + (remove ? -1 : 1); + if (newItem < 0) { + newItem = 0; + } + else if (newItem > 2) { + newItem = 2; + } + SetInventory(ITEM_HOOKSHOT, HookshotLookup[newItem]); + } break; + case RG_PROGRESSIVE_STRENGTH: + { + auto currentLevel = CurrentUpgrade(UPG_STRENGTH); + auto newLevel = currentLevel + (remove ? -1 : 1); + SetUpgrade(UPG_STRENGTH, newLevel); + } break; + case RG_PROGRESSIVE_BOMB_BAG: + { + auto currentLevel = CurrentUpgrade(UPG_BOMB_BAG); + auto newLevel = currentLevel + (remove ? -1 : 1); + if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { + SetInventory(ITEM_BOMB, (remove ? ITEM_NONE : ITEM_BOMB)); + } + SetUpgrade(UPG_BOMB_BAG, newLevel); + } break; + case RG_PROGRESSIVE_BOW: + { + auto currentLevel = CurrentUpgrade(UPG_QUIVER); + auto newLevel = currentLevel + (remove ? -1 : 1); + if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { + SetInventory(ITEM_BOW, (remove ? ITEM_NONE : ITEM_BOW)); + } + SetUpgrade(UPG_QUIVER, newLevel); + } break; + case RG_PROGRESSIVE_SLINGSHOT: + { + auto currentLevel = CurrentUpgrade(UPG_BULLET_BAG); + auto newLevel = currentLevel + (remove ? -1 : 1); + if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { + SetInventory(ITEM_SLINGSHOT, (remove ? ITEM_NONE : ITEM_SLINGSHOT)); + } + SetUpgrade(UPG_BULLET_BAG, newLevel); + } break; + case RG_PROGRESSIVE_WALLET: + { + auto currentLevel = CurrentUpgrade(UPG_WALLET); + auto newLevel = currentLevel + (remove ? -1 : 1); + SetUpgrade(UPG_WALLET, newLevel); + } break; + case RG_PROGRESSIVE_SCALE: + { + auto currentLevel = CurrentUpgrade(UPG_SCALE); + auto newLevel = currentLevel + (remove ? -1 : 1); + SetUpgrade(UPG_SCALE, newLevel); + } break; + case RG_PROGRESSIVE_NUT_UPGRADE: + { + auto currentLevel = CurrentUpgrade(UPG_NUTS); + auto newLevel = currentLevel + (remove ? -1 : 1); + if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { + SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); + } + SetUpgrade(UPG_NUTS, newLevel); + } break; + case RG_PROGRESSIVE_STICK_UPGRADE: + { + auto currentLevel = CurrentUpgrade(UPG_STICKS); + auto newLevel = currentLevel + (remove ? -1 : 1); + if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { + SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); + } + SetUpgrade(UPG_STICKS, newLevel); + } break; + case RG_PROGRESSIVE_BOMBCHUS: + SetInventory(ITEM_BOMBCHU, (remove ? ITEM_NONE : ITEM_BOMBCHU)); + break; + case RG_PROGRESSIVE_MAGIC_METER: + mSaveContext->magicLevel += (remove ? -1 : 1); + break; + case RG_PROGRESSIVE_OCARINA: + { + uint8_t i; + for (i = 0; i < 3; i++) { + if (mSaveContext->inventory.items[SLOT_OCARINA] == OcarinaLookup[i]) { + break; + } + } + i += (remove ? -1 : 1); + if (i < 0) { + i = 0; + } + else if (i > 2) { + i = 2; + } + SetInventory(ITEM_OCARINA_FAIRY, OcarinaLookup[i]); + } break; + case ITEM_HEART_CONTAINER: + mSaveContext->health += (remove ? -4 : 4); + break; + case ITEM_HEART_PIECE: + case ITEM_HEART_PIECE_2: + mSaveContext->health += (remove ? -1 : 1); + break; + case RG_BOOMERANG: + case RG_LENS_OF_TRUTH: + case RG_MEGATON_HAMMER: + case RG_DINS_FIRE: + case RG_FARORES_WIND: + case RG_NAYRUS_LOVE: + case RG_FIRE_ARROWS: + case RG_ICE_ARROWS: + case RG_LIGHT_ARROWS: + SetInventory(item.GetItemID(), (remove ? ITEM_NONE : item.GetItemID())); + break; + case RG_STONE_OF_AGONY: + SetQuestItem(QUEST_STONE_OF_AGONY, remove); + break; + case RG_MAGIC_BEAN: + case RG_MAGIC_BEAN_PACK: + { + auto change = (item.GetRandomizerGet() == RG_MAGIC_BEAN ? 1 : 10); + auto current = GetAmmo(ITEM_BEAN); + SetAmmo(ITEM_BEAN, current + (remove ? -change : change)); + } break; + case RG_DOUBLE_DEFENSE: + mSaveContext->isDoubleDefenseAcquired = 1; + break; + case RG_EMPTY_BOTTLE: + case RG_BOTTLE_WITH_MILK: + case RG_BOTTLE_WITH_RED_POTION: + case RG_BOTTLE_WITH_GREEN_POTION: + case RG_BOTTLE_WITH_BLUE_POTION: + case RG_BOTTLE_WITH_FAIRY: + case RG_BOTTLE_WITH_FISH: + case RG_BOTTLE_WITH_BLUE_FIRE: + case RG_BOTTLE_WITH_BUGS: + case RG_BOTTLE_WITH_POE: + case RG_BOTTLE_WITH_BIG_POE: + { + uint8_t slot = SLOT_BOTTLE_1; + while (slot != SLOT_BOTTLE_4) { + if (mSaveContext->inventory.items[slot] == ITEM_NONE) { + break; + } + slot++; + } + mSaveContext->inventory.items[slot] = item.GetItemID(); + } break; + case RG_RUTOS_LETTER: + SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, remove); + break; + case RG_GOHMA_SOUL: + case RG_KING_DODONGO_SOUL: + case RG_BARINADE_SOUL: + case RG_PHANTOM_GANON_SOUL: + case RG_VOLVAGIA_SOUL: + case RG_MORPHA_SOUL: + case RG_BONGO_BONGO_SOUL: + case RG_TWINROVA_SOUL: + case RG_GANON_SOUL: + case RG_OCARINA_A_BUTTON: + case RG_OCARINA_C_UP_BUTTON: + case RG_OCARINA_C_DOWN_BUTTON: + case RG_OCARINA_C_LEFT_BUTTON: + case RG_OCARINA_C_RIGHT_BUTTON: + SetRandoInf(RandoGetToFlag.at(randoGet), remove); + break; + case RG_TRIFORCE_PIECE: + mSaveContext->triforcePiecesCollected += (remove ? -1 : 1); + break; + } + } // junk items don't have variables, so we can skip them + } + break; + case ITEMTYPE_EQUIP: + { + RandomizerGet itemRG = item.GetRandomizerGet(); + if (itemRG == RG_GIANTS_KNIFE) { + return; + } + uint32_t equipId = RandoGetToFlag.find(itemRG)->second; + if (remove) { + mSaveContext->inventory.equipment &= ~equipId; + if (equipId == EQUIP_FLAG_SWORD_BGS) { + mSaveContext->bgsFlag = false; + } + } + else { + mSaveContext->inventory.equipment |= equipId; + if (equipId == EQUIP_FLAG_SWORD_BGS) { + mSaveContext->bgsFlag = true; + } + } + } + break; + case ITEMTYPE_DUNGEONREWARD: + case ITEMTYPE_SONG: + SetQuestItem(RandoGetToQuestItem.find(item.GetRandomizerGet())->second, remove); + break; + case ITEMTYPE_MAP: + SetDungeonItem(DUNGEON_MAP, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + break; + case ITEMTYPE_COMPASS: + SetDungeonItem(DUNGEON_COMPASS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + break; + case ITEMTYPE_BOSSKEY: + SetDungeonItem(DUNGEON_KEY_BOSS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + break; + case ITEMTYPE_FORTRESS_SMALLKEY: + case ITEMTYPE_SMALLKEY: + { + auto randoGet = item.GetRandomizerGet(); + auto keyring = randoGet >= RG_FOREST_TEMPLE_KEY_RING && randoGet <= RG_GANONS_CASTLE_KEY_RING; + auto dungeonIndex = RandoGetToDungeonScene.find(randoGet)->second; + auto count = GetSmallKeyCount(dungeonIndex); + if (remove) { + if (keyring) { + count = 0; + } + else { + count -= 1; + } + } + else { + if (keyring) { + count = 10; + } + else { + count += 1; + } + } + SetSmallKeyCount(dungeonIndex, count); + } + break; + case ITEMTYPE_TOKEN: + mSaveContext->inventory.gsTokens += (remove ? -1 : 1); + break; + // currently noVariable pointers in Logic, so nothing to do here + case ITEMTYPE_EVENT: + break; + case ITEMTYPE_DROP: + break; + case ITEMTYPE_REFILL: + break; + case ITEMTYPE_SHOP: + break; + } + mLogic->UpdateHelpers(); +} + std::shared_ptr Context::GetSettings() { return mSettings; } @@ -422,7 +819,167 @@ std::shared_ptr Context::GetLogic() { return mLogic; } +std::shared_ptr Context::GetSaveContext() { + if (mSaveContext.get() == nullptr) { + NewSaveContext(); + } + return mSaveContext; +} + +void Context::SetSaveContext(SaveContext* context) { + mSaveContext = std::shared_ptr(context); +} + +void Context::InitSaveContext() { + mSaveContext->totalDays = 0; + mSaveContext->bgsDayCount = 0; + + mSaveContext->deaths = 0; + for (int i = 0; i < ARRAY_COUNT(mSaveContext->playerName); i++) { + mSaveContext->playerName[i] = 0x3E; + } + mSaveContext->n64ddFlag = 0; + mSaveContext->healthCapacity = 0x30; + mSaveContext->health = 0x30; + mSaveContext->magicLevel = 0; + mSaveContext->magic = 0x30; + mSaveContext->rupees = 0; + mSaveContext->swordHealth = 0; + mSaveContext->naviTimer = 0; + mSaveContext->isMagicAcquired = 0; + mSaveContext->isDoubleMagicAcquired = 0; + mSaveContext->isDoubleDefenseAcquired = 0; + mSaveContext->bgsFlag = 0; + mSaveContext->ocarinaGameRoundNum = 0; + for (int button = 0; button < ARRAY_COUNT(mSaveContext->childEquips.buttonItems); button++) { + mSaveContext->childEquips.buttonItems[button] = ITEM_NONE; + } + for (int button = 0; button < ARRAY_COUNT(mSaveContext->childEquips.cButtonSlots); button++) { + mSaveContext->childEquips.cButtonSlots[button] = SLOT_NONE; + } + mSaveContext->childEquips.equipment = 0; + for (int button = 0; button < ARRAY_COUNT(mSaveContext->adultEquips.buttonItems); button++) { + mSaveContext->adultEquips.buttonItems[button] = ITEM_NONE; + } + for (int button = 0; button < ARRAY_COUNT(mSaveContext->adultEquips.cButtonSlots); button++) { + mSaveContext->adultEquips.cButtonSlots[button] = SLOT_NONE; + } + mSaveContext->adultEquips.equipment = 0; + mSaveContext->unk_54 = 0; + mSaveContext->savedSceneNum = SCENE_LINKS_HOUSE; + + // Equipment + for (int button = 0; button < ARRAY_COUNT(mSaveContext->equips.buttonItems); button++) { + mSaveContext->equips.buttonItems[button] = ITEM_NONE; + } + for (int button = 0; button < ARRAY_COUNT(mSaveContext->equips.cButtonSlots); button++) { + mSaveContext->equips.cButtonSlots[button] = SLOT_NONE; + } + mSaveContext->equips.equipment = 0x1100; + + // Inventory + for (int item = 0; item < ARRAY_COUNT(mSaveContext->inventory.items); item++) { + mSaveContext->inventory.items[item] = ITEM_NONE; + } + for (int ammo = 0; ammo < ARRAY_COUNT(mSaveContext->inventory.ammo); ammo++) { + mSaveContext->inventory.ammo[ammo] = 0; + } + mSaveContext->inventory.equipment = 0x1100; + mSaveContext->inventory.upgrades = 0; + mSaveContext->inventory.questItems = 0; + for (int dungeon = 0; dungeon < ARRAY_COUNT(mSaveContext->inventory.dungeonItems); dungeon++) { + mSaveContext->inventory.dungeonItems[dungeon] = 0; + } + for (int dungeon = 0; dungeon < ARRAY_COUNT(mSaveContext->inventory.dungeonKeys); dungeon++) { + mSaveContext->inventory.dungeonKeys[dungeon] = 0xFF; + } + mSaveContext->inventory.defenseHearts = 0; + mSaveContext->inventory.gsTokens = 0; + for (int scene = 0; scene < ARRAY_COUNT(mSaveContext->sceneFlags); scene++) { + mSaveContext->sceneFlags[scene].chest = 0; + mSaveContext->sceneFlags[scene].swch = 0; + mSaveContext->sceneFlags[scene].clear = 0; + mSaveContext->sceneFlags[scene].collect = 0; + mSaveContext->sceneFlags[scene].unk = 0; + mSaveContext->sceneFlags[scene].rooms = 0; + mSaveContext->sceneFlags[scene].floors = 0; + } + mSaveContext->fw.pos.x = 0; + mSaveContext->fw.pos.y = 0; + mSaveContext->fw.pos.z = 0; + mSaveContext->fw.yaw = 0; + mSaveContext->fw.playerParams = 0; + mSaveContext->fw.entranceIndex = 0; + mSaveContext->fw.roomIndex = 0; + mSaveContext->fw.set = 0; + mSaveContext->fw.tempSwchFlags = 0; + mSaveContext->fw.tempCollectFlags = 0; + for (int flag = 0; flag < ARRAY_COUNT(mSaveContext->gsFlags); flag++) { + mSaveContext->gsFlags[flag] = 0; + } + for (int highscore = 0; highscore < ARRAY_COUNT(mSaveContext->highScores); highscore++) { + mSaveContext->highScores[highscore] = 0; + } + for (int flag = 0; flag < ARRAY_COUNT(mSaveContext->eventChkInf); flag++) { + mSaveContext->eventChkInf[flag] = 0; + } + for (int flag = 0; flag < ARRAY_COUNT(mSaveContext->itemGetInf); flag++) { + mSaveContext->itemGetInf[flag] = 0; + } + for (int flag = 0; flag < ARRAY_COUNT(mSaveContext->infTable); flag++) { + mSaveContext->infTable[flag] = 0; + } + mSaveContext->worldMapAreaData = 0; + mSaveContext->scarecrowLongSongSet = 0; + for (int i = 0; i < ARRAY_COUNT(mSaveContext->scarecrowLongSong); i++) { + mSaveContext->scarecrowLongSong[i].noteIdx = 0; + mSaveContext->scarecrowLongSong[i].unk_01 = 0; + mSaveContext->scarecrowLongSong[i].unk_02 = 0; + mSaveContext->scarecrowLongSong[i].volume = 0; + mSaveContext->scarecrowLongSong[i].vibrato = 0; + mSaveContext->scarecrowLongSong[i].tone = 0; + mSaveContext->scarecrowLongSong[i].semitone = 0; + } + mSaveContext->scarecrowSpawnSongSet = 0; + for (int i = 0; i < ARRAY_COUNT(mSaveContext->scarecrowSpawnSong); i++) { + mSaveContext->scarecrowSpawnSong[i].noteIdx = 0; + mSaveContext->scarecrowSpawnSong[i].unk_01 = 0; + mSaveContext->scarecrowSpawnSong[i].unk_02 = 0; + mSaveContext->scarecrowSpawnSong[i].volume = 0; + mSaveContext->scarecrowSpawnSong[i].vibrato = 0; + mSaveContext->scarecrowSpawnSong[i].tone = 0; + mSaveContext->scarecrowSpawnSong[i].semitone = 0; + } + + mSaveContext->horseData.scene = SCENE_HYRULE_FIELD; + mSaveContext->horseData.pos.x = -1840; + mSaveContext->horseData.pos.y = 72; + mSaveContext->horseData.pos.z = 5497; + mSaveContext->horseData.angle = -0x6AD9; + mSaveContext->magicLevel = 0; + mSaveContext->infTable[29] = 1; + mSaveContext->sceneFlags[5].swch = 0x40000000; + + // SoH specific + mSaveContext->backupFW = mSaveContext->fw; + mSaveContext->pendingSale = ITEM_NONE; + mSaveContext->pendingSaleMod = MOD_NONE; + mSaveContext->isBossRushPaused = 0; + mSaveContext->pendingIceTrapCount = 0; + + // Init with normal quest unless only an MQ rom is provided + mSaveContext->questId = OTRGlobals::Instance->HasOriginal() ? QUEST_NORMAL : QUEST_MASTER; + + //RANDOTODO (ADD ITEMLOCATIONS TO GSAVECONTEXT) +} + +void Context::NewSaveContext() { + mSaveContext = std::make_shared(); + InitSaveContext(); +} + void Context::ResetLogic() { + NewSaveContext(); mLogic->Reset(); } @@ -449,4 +1006,134 @@ Option& Context::GetOption(const RandomizerSettingKey key) const { TrickOption& Context::GetTrickOption(const RandomizerTrick key) const { return mSettings->GetTrickOption(key); } + +uint8_t Context::InventorySlot(uint32_t item) { + return gItemSlots[item]; +} + +uint32_t Context::CurrentUpgrade(uint32_t upgrade) { + return (mSaveContext->inventory.upgrades & gUpgradeMasks[upgrade]) >> gUpgradeShifts[upgrade]; +} + +void Context::SetUpgrade(uint32_t upgrade, uint8_t level) { + mSaveContext->inventory.upgrades &= gUpgradeNegMasks[upgrade]; + mSaveContext->inventory.upgrades |= level << gUpgradeShifts[upgrade]; +} + +bool Context::CheckInventory(uint32_t item, bool exact) { + auto current = mSaveContext->inventory.items[InventorySlot(item)]; + return exact ? (current == item) : (current != ITEM_NONE); +} + +void Context::SetInventory(uint32_t itemSlot, uint32_t item) { + mSaveContext->inventory.items[InventorySlot(itemSlot)] = item; +} + +bool Context::CheckEquipment(uint32_t equipFlag) { + return (equipFlag & mSaveContext->inventory.equipment); +} + +bool Context::CheckQuestItem(uint32_t item) { + return ((1 << item) & mSaveContext->inventory.questItems); +} + +bool Context::HasAdultTrade(uint32_t itemID) { + int tradeIndex = itemID - ITEM_POCKET_EGG; + return mSaveContext->adultTradeItems & (1 << tradeIndex); +} + +void Context::SetAdultTrade(uint32_t itemID, bool remove) { + int tradeIndex = itemID - ITEM_POCKET_EGG; + if (remove) { + mSaveContext->adultTradeItems &= ~(1 << tradeIndex); + } + else { + mSaveContext->adultTradeItems |= (1 << tradeIndex); + } +} + +void Context::SetQuestItem(uint32_t item, bool remove) { + if (remove) { + mSaveContext->inventory.questItems &= ~(1 << item); + } + else { + mSaveContext->inventory.questItems |= (1 << item); + } +} + +uint8_t Context::GetSmallKeyCount(uint32_t dungeonIndex) { + return mSaveContext->inventory.dungeonKeys[dungeonIndex]; +} + +void Context::SetSmallKeyCount(uint32_t dungeonIndex, uint8_t count) { + mSaveContext->inventory.dungeonKeys[dungeonIndex] = count; +} + +bool Context::CheckDungeonItem(uint32_t item, uint32_t dungeonIndex) { + return mSaveContext->inventory.dungeonItems[dungeonIndex] & gBitFlags[item]; +} + +void Context::SetDungeonItem(uint32_t item, uint32_t dungeonIndex, bool remove) { + if (remove) { + mSaveContext->inventory.dungeonItems[dungeonIndex] &= ~gBitFlags[item]; + } + else { + mSaveContext->inventory.dungeonItems[dungeonIndex] |= gBitFlags[item]; + } +} + +bool Context::CheckRandoInf(uint32_t flag) { + return mSaveContext->randomizerInf[flag >> 4] & (1 << (flag & 0xF)); +} + +void Context::SetRandoInf(uint32_t flag, bool disable) { + if (disable) { + mSaveContext->randomizerInf[flag >> 4] |= (1 << (flag & 0xF)); + } + else { + mSaveContext->randomizerInf[flag >> 4] &= ~(1 << (flag & 0xF)); + } +} + +bool Context::CheckEventChkInf(int32_t flag) { + return mSaveContext->eventChkInf[flag >> 4] & (1 << (flag & 0xF)); +} + +void Context::SetEventChkInf(int32_t flag, bool disable) { + if (disable) { + mSaveContext->eventChkInf[flag >> 4] &= ~(1 << (flag & 0xF)); + } + else { + mSaveContext->eventChkInf[flag >> 4] |= (1 << (flag & 0xF)); + } +} + +uint8_t Context::GetGSCount() { + return mSaveContext->inventory.gsTokens; +} + +uint8_t Context::GetAmmo(uint32_t item) { + return mSaveContext->inventory.ammo[gItemSlots[item]]; +} + +void Context::SetAmmo(uint32_t item, uint8_t count) { + mSaveContext->inventory.ammo[gItemSlots[item]] = count; +} + +#define BEANS_BOUGHT AMMO(ITEM_BEAN + 1) + +#define ALL_EQUIP_VALUE(equip) ((s32)(gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) +#define CUR_EQUIP_VALUE(equip) ((s32)(gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) +#define OWNED_EQUIP_FLAG(equip, value) (gBitFlags[value] << gEquipShifts[equip]) +#define OWNED_EQUIP_FLAG_ALT(equip, value) ((1 << (value)) << gEquipShifts[equip]) +#define CHECK_OWNED_EQUIP(equip, value) (OWNED_EQUIP_FLAG(equip, value) & gSaveContext.inventory.equipment) +#define CHECK_OWNED_EQUIP_ALT(equip, value) (gBitFlags[(value) + (equip)*4] & gSaveContext.inventory.equipment) + +#define SWORD_EQUIP_TO_PLAYER(swordEquip) (swordEquip) +#define SHIELD_EQUIP_TO_PLAYER(shieldEquip) (shieldEquip) +#define TUNIC_EQUIP_TO_PLAYER(tunicEquip) ((tunicEquip)-1) +#define BOOTS_EQUIP_TO_PLAYER(bootsEquip) ((bootsEquip)-1) + +#define CAPACITY(upg, value) gUpgradeCapacities[upg][value] +#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg)) } // namespace Rando diff --git a/soh/soh/Enhancements/randomizer/context.h b/soh/soh/Enhancements/randomizer/context.h index 2deb4e36578..a84c56481f3 100644 --- a/soh/soh/Enhancements/randomizer/context.h +++ b/soh/soh/Enhancements/randomizer/context.h @@ -64,12 +64,17 @@ class Context { void SetSpoilerLoaded(bool spoilerLoaded = true); bool IsPlandoLoaded() const; void SetPlandoLoaded(bool plandoLoaded = true); + void ApplyItemEffect(Item& item, bool remove); std::shared_ptr GetSettings(); std::shared_ptr GetEntranceShuffler(); std::shared_ptr GetDungeons(); std::shared_ptr GetFishsanity(); DungeonInfo* GetDungeon(size_t key) const; std::shared_ptr GetLogic(); + std::shared_ptr GetSaveContext(); + void SetSaveContext(SaveContext* context); + void InitSaveContext(); + void NewSaveContext(); void ResetLogic(); std::shared_ptr GetTrials(); TrialInfo* GetTrial(size_t key) const; @@ -92,6 +97,27 @@ class Context { bool playthroughBeatable = false; bool allLocationsReachable = false; RandomizerArea GetAreaFromString(std::string str); + uint8_t InventorySlot(uint32_t item); + void SetUpgrade(uint32_t upgrade, uint8_t level); + uint32_t CurrentUpgrade(uint32_t upgrade); + bool CheckInventory(uint32_t item, bool exact); + void SetInventory(uint32_t itemSlot, uint32_t item); + bool CheckEquipment(uint32_t item); + bool CheckQuestItem(uint32_t item); + void SetQuestItem(uint32_t item, bool remove); + bool HasAdultTrade(uint32_t item); + void SetAdultTrade(uint32_t item, bool remove); + uint8_t GetSmallKeyCount(uint32_t dungeonIndex); + void SetSmallKeyCount(uint32_t dungeonIndex, uint8_t count); + bool CheckDungeonItem(uint32_t item, uint32_t dungeonIndex); + void SetDungeonItem(uint32_t item, uint32_t dungeonIndex, bool remove); + bool CheckRandoInf(uint32_t flag); + void SetRandoInf(uint32_t flag, bool disable); + bool CheckEventChkInf(int32_t flag); + uint8_t GetGSCount(); + void SetEventChkInf(int32_t flag, bool disable); + uint8_t GetAmmo(uint32_t item); + void SetAmmo(uint32_t item, uint8_t count); private: static std::weak_ptr mContext; @@ -101,6 +127,7 @@ class Context { std::shared_ptr mEntranceShuffler; std::shared_ptr mDungeons; std::shared_ptr mLogic; + std::shared_ptr mSaveContext; std::shared_ptr mTrials; std::shared_ptr mFishsanity; bool mSeedGenerated = false; diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 16396c07221..72c8fb5d1f4 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -59,6 +59,7 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, void Item::ApplyEffect() const { // If this is a key ring, logically add as many keys as we could need + Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), false); if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { *std::get(logicVar) += 10; } else { diff --git a/soh/soh/Enhancements/randomizer/item.h b/soh/soh/Enhancements/randomizer/item.h index 8986d114694..3b64c6ffbce 100644 --- a/soh/soh/Enhancements/randomizer/item.h +++ b/soh/soh/Enhancements/randomizer/item.h @@ -11,6 +11,7 @@ enum ItemType { ITEMTYPE_ITEM, + ITEMTYPE_EQUIP, ITEMTYPE_MAP, ITEMTYPE_COMPASS, ITEMTYPE_BOSSKEY, diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index 2b6c42d34ce..9de0e805c56 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -14,18 +14,18 @@ void Rando::StaticData::InitItemTable() { auto logic = Context::GetInstance()->GetLogic(); itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, &logic->noVariable, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index - itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_ITEM, GI_SWORD_KOKIRI, true, &logic->KokiriSword, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_ITEM, 0xE0, true, &logic->MasterSword, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, &logic->KokiriSword, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, &logic->MasterSword, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword); - itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_ITEM, GI_SWORD_KNIFE, true, &logic->noVariable, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_ITEM, GI_SWORD_BGS, true, &logic->BiggoronSword, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_ITEM, GI_SHIELD_DEKU, false, &logic->noVariable, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_ITEM, GI_SHIELD_HYLIAN, false, &logic->noVariable, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_ITEM, GI_SHIELD_MIRROR, true, &logic->MirrorShield, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_ITEM, GI_TUNIC_GORON, true, &logic->GoronTunic, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_ITEM, GI_TUNIC_ZORA, true, &logic->ZoraTunic, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_ITEM, GI_BOOTS_IRON, true, &logic->IronBoots, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_ITEM, GI_BOOTS_HOVER, true, &logic->HoverBoots, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, &logic->noVariable, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, &logic->BiggoronSword, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, &logic->noVariable, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, &logic->noVariable, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, &logic->MirrorShield, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, &logic->GoronTunic, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, &logic->ZoraTunic, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, &logic->IronBoots, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, &logic->HoverBoots, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, &logic->Boomerang, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, &logic->LensOfTruth, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, &logic->Hammer, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); @@ -254,39 +254,39 @@ void Rando::StaticData::InitItemTable() { itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, &logic->noVariable, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40); itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, &logic->noVariable, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); // Misc. - itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, &logic->CanSummonGohma, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, &logic->CanSummonGohma, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GOHMA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, &logic->CanSummonKingDodongo,RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, &logic->CanSummonKingDodongo,RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_KING_DODONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, &logic->CanSummonBarinade, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, &logic->CanSummonBarinade, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BARINADE_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, &logic->CanSummonPhantomGanon,RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, &logic->CanSummonPhantomGanon,RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_PHANTOM_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, &logic->CanSummonVolvagia, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, &logic->CanSummonVolvagia, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_VOLVAGIA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, &logic->CanSummonMorpha, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, &logic->CanSummonMorpha, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MORPHA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, &logic->CanSummonBongoBongo, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, &logic->CanSummonBongoBongo, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BONGO_BONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, &logic->CanSummonTwinrova, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, &logic->CanSummonTwinrova, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_TWINROVA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, &logic->CanSummonGanon, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, &logic->CanSummonGanon, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, &logic->FishingPole, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, &logic->FishingPole, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI); - itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaAButton, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaAButton, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_A_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCUpButton, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCUpButton, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_UP_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCDownButton, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCDownButton, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_DOWN_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCLeftButton, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCLeftButton, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_LEFT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCRightButton, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCRightButton, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, &logic->ProgressiveWallet, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, &logic->ProgressiveWallet, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale); itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, &logic->noVariable, RHT_NONE); diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 56ed191c047..a0bf0046aed 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -23,7 +23,7 @@ namespace Rando { item == RG_LIGHT_ARROWS; } - bool Logic::HasItem(RandomizerGet itemName) { + /*bool Logic::HasItem(RandomizerGet itemName) { return (itemName == RG_DINS_FIRE && DinsFire) || (itemName == RG_FARORES_WIND && FaroresWind) || (itemName == RG_NAYRUS_LOVE && NayrusLove) || @@ -70,6 +70,96 @@ namespace Rando { (itemName == RG_REQUIEM_OF_SPIRIT && RequiemOfSpirit) || (itemName == RG_NOCTURNE_OF_SHADOW && NocturneOfShadow) || (itemName == RG_PRELUDE_OF_LIGHT && PreludeOfLight); + }*/ + + bool Logic::HasItem(RandomizerGet itemName) { + auto ctx = Rando::Context::GetInstance(); + return (itemName == RG_DINS_FIRE && ctx->CheckInventory(ITEM_DINS_FIRE, true)) || + (itemName == RG_FARORES_WIND && ctx->CheckInventory(ITEM_FARORES_WIND, true)) || + (itemName == RG_NAYRUS_LOVE && ctx->CheckInventory(ITEM_NAYRUS_LOVE, true)) || + (itemName == RG_LENS_OF_TRUTH && ctx->CheckInventory(ITEM_LENS, true)) || + (itemName == RG_FAIRY_BOW && ctx->CheckInventory(ITEM_BOW, true)) || + (itemName == RG_MEGATON_HAMMER && ctx->CheckInventory(ITEM_HAMMER, true)) || + (itemName == RG_IRON_BOOTS && ctx->CheckEquipment(EQUIP_FLAG_BOOTS_IRON)) || + (itemName == RG_HOVER_BOOTS && ctx->CheckEquipment(EQUIP_FLAG_BOOTS_HOVER)) || + (itemName == RG_HOOKSHOT && ctx->CheckInventory(ITEM_HOOKSHOT, false)) || + (itemName == RG_LONGSHOT && ctx->CheckInventory(ITEM_LONGSHOT, true)) || + (itemName == RG_GORONS_BRACELET && ctx->CurrentUpgrade(UPG_STRENGTH) >= 1) || + (itemName == RG_SILVER_GAUNTLETS && ctx->CurrentUpgrade(UPG_STRENGTH) >= 2) || + (itemName == RG_GOLDEN_GAUNTLETS && ctx->CurrentUpgrade(UPG_STRENGTH) == 3) || + (itemName == RG_GORON_TUNIC && ctx->CheckEquipment(EQUIP_FLAG_TUNIC_GORON)) || + (itemName == RG_ZORA_TUNIC && ctx->CheckEquipment(EQUIP_FLAG_TUNIC_ZORA)) || + (itemName == RG_SCARECROW && Scarecrow) || + (itemName == RG_DISTANT_SCARECROW && DistantScarecrow) || + (itemName == RG_HYLIAN_SHIELD && ctx->CheckEquipment(EQUIP_FLAG_SHIELD_HYLIAN)) || + (itemName == RG_MIRROR_SHIELD && ctx->CheckEquipment(EQUIP_FLAG_SHIELD_MIRROR)) || + (itemName == RG_MASTER_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_MASTER)) || + (itemName == RG_BIGGORON_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_BGS) && ctx->GetSaveContext()->bgsFlag) || + (itemName == RG_FAIRY_SLINGSHOT && ctx->CheckInventory(ITEM_SLINGSHOT, true)) || + (itemName == RG_BOOMERANG && ctx->CheckInventory(ITEM_BOOMERANG, true)) || + (itemName == RG_KOKIRI_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_KOKIRI)) || + (itemName == RG_STICKS && ctx->CheckInventory(ITEM_STICK, true)) || + (itemName == RG_DEKU_SHIELD && ctx->CheckEquipment(EQUIP_FLAG_SHIELD_DEKU)) || + (itemName == RG_FIRE_ARROWS && ctx->CheckInventory(ITEM_ARROW_FIRE, true)) || + (itemName == RG_ICE_ARROWS && ctx->CheckInventory(ITEM_ARROW_ICE, true)) || + (itemName == RG_LIGHT_ARROWS && ctx->CheckInventory(ITEM_ARROW_LIGHT, true)) || + (itemName == RG_FISHING_POLE && FishingPole) || + (itemName == RG_ZELDAS_LULLABY && ctx->CheckQuestItem(QUEST_SONG_LULLABY)) || + (itemName == RG_EPONAS_SONG && ctx->CheckQuestItem(QUEST_SONG_EPONA)) || + (itemName == RG_SARIAS_SONG && ctx->CheckQuestItem(QUEST_SONG_SARIA)) || + (itemName == RG_SUNS_SONG && ctx->CheckQuestItem(QUEST_SONG_SUN)) || + (itemName == RG_SONG_OF_TIME && ctx->CheckQuestItem(QUEST_SONG_TIME)) || + (itemName == RG_SONG_OF_STORMS && ctx->CheckQuestItem(QUEST_SONG_STORMS)) || + (itemName == RG_MINUET_OF_FOREST && ctx->CheckQuestItem(QUEST_SONG_MINUET)) || + (itemName == RG_BOLERO_OF_FIRE && ctx->CheckQuestItem(QUEST_SONG_BOLERO)) || + (itemName == RG_SERENADE_OF_WATER && ctx->CheckQuestItem(QUEST_SONG_SERENADE)) || + (itemName == RG_REQUIEM_OF_SPIRIT && ctx->CheckQuestItem(QUEST_SONG_REQUIEM)) || + (itemName == RG_NOCTURNE_OF_SHADOW && ctx->CheckQuestItem(QUEST_SONG_NOCTURNE)) || + (itemName == RG_PRELUDE_OF_LIGHT && ctx->CheckQuestItem(QUEST_SONG_PRELUDE)) || + (itemName == RG_ZELDAS_LETTER && ctx->CheckRandoInf(RAND_INF_ZELDAS_LETTER)) || + (itemName == RG_RUTOS_LETTER && ctx->CheckEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER)) || + (itemName == RG_WEIRD_EGG && ctx->CheckRandoInf(RAND_INF_WEIRD_EGG)) || + (itemName == RG_STONE_OF_AGONY && ctx->CheckQuestItem(QUEST_STONE_OF_AGONY)) || + (itemName == RG_FAIRY_OCARINA && ctx->CheckInventory(ITEM_OCARINA_FAIRY, false)) || + (itemName == RG_OCARINA_OF_TIME && ctx->CheckInventory(ITEM_OCARINA_TIME, true)) || + (itemName == RG_GREG_RUPEE && ctx->CheckRandoInf(RAND_INF_GREG_FOUND)) || + // Dungeon Rewards + (itemName == RG_KOKIRI_EMERALD && ctx->CheckQuestItem(QUEST_KOKIRI_EMERALD)) || + (itemName == RG_GORON_RUBY && ctx->CheckQuestItem(QUEST_GORON_RUBY)) || + (itemName == RG_ZORA_SAPPHIRE && ctx->CheckQuestItem(QUEST_ZORA_SAPPHIRE)) || + (itemName == RG_FOREST_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_FOREST)) || + (itemName == RG_FIRE_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_FIRE)) || + (itemName == RG_WATER_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_WATER)) || + (itemName == RG_SPIRIT_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_SPIRIT)) || + (itemName == RG_SHADOW_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_SHADOW)) || + // Ocarina Buttons + (itemName == RG_OCARINA_A_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_A)) || + (itemName == RG_OCARINA_C_LEFT_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_LEFT)) || + (itemName == RG_OCARINA_C_RIGHT_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT)) || + (itemName == RG_OCARINA_C_DOWN_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_DOWN)) || + (itemName == RG_OCARINA_C_UP_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_UP)) || + // Boss Souls + (itemName == RG_GOHMA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_GOHMA_SOUL) : true)) || + (itemName == RG_KING_DODONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_KING_DODONGO_SOUL) : true)) || + (itemName == RG_BARINADE_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_BARINADE_SOUL) : true)) || + (itemName == RG_PHANTOM_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_PHANTOM_GANON_SOUL) : true)) || + (itemName == RG_VOLVAGIA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_VOLVAGIA_SOUL) : true)) || + (itemName == RG_MORPHA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_MORPHA_SOUL) : true)) || + (itemName == RG_BONGO_BONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_BONGO_BONGO_SOUL) : true)) || + (itemName == RG_TWINROVA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_TWINROVA_SOUL) : true)) || + (itemName == RG_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).Is(RO_BOSS_SOULS_ON_PLUS_GANON) ? HasItem(RG_GANON_SOUL) : true)) || + // Boss Keys + (itemName == RG_FOREST_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FOREST_TEMPLE)) || + (itemName == RG_FIRE_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FIRE_TEMPLE)) || + (itemName == RG_WATER_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_WATER_TEMPLE)) || + (itemName == RG_SPIRIT_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_SPIRIT_TEMPLE)) || + (itemName == RG_SHADOW_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_SHADOW_TEMPLE)) || + (itemName == RG_GANONS_CASTLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_INSIDE_GANONS_CASTLE)) || + // Wallets + (itemName == RG_CHILD_WALLET && ctx->CheckRandoInf(RAND_INF_HAS_WALLET)) || + (itemName == RG_ADULT_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 1) || + (itemName == RG_GIANT_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 2) || + (itemName == RG_TYCOON_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 3); } //Can the passed in item be used? @@ -262,25 +352,60 @@ namespace Rando { (OcarinaCRightButton ? 1 : 0) + (OcarinaCUpButton ? 1 : 0) + (OcarinaCDownButton ? 1 : 0); + //ZeldasLetter = false; + //WeirdEgg = false; + //HasBottle = false; + //Bombchus = false; + //Bombchus5 = false; + //Bombchus10 = false; + //Bombchus20 = false; + //MagicBean = false; + //MagicBeanPack = false; + //RutosLetter = false; + //Boomerang = false; + //DinsFire = false; + //FaroresWind = false; + //NayrusLove = false; + //LensOfTruth = false; + //ShardOfAgony = false; + //SkullMask = false; + //MaskOfTruth = false; + + //Adult logic + //Hammer = false; + IronBoots = CanUse(RG_IRON_BOOTS); + HoverBoots = CanUse(RG_HOVER_BOOTS); + MirrorShield = CanUse(RG_MIRROR_SHIELD); + GoronTunic = CanUse(RG_GORON_TUNIC); + ZoraTunic = CanUse(RG_ZORA_TUNIC); + //Epona = false; + //BigPoe = false; + //GerudoToken = false; + //FireArrows = false; + //IceArrows = false; + LightArrows = CanUse(RG_LIGHT_ARROWS); + KokiriSword = CanUse(RG_KOKIRI_SWORD); + MasterSword = CanUse(RG_MASTER_SWORD); + BiggoronSword = CanUse(RG_MASTER_SWORD); NumBottles = ((NoBottles) ? 0 : (Bottles + ((DeliverLetter) ? 1 : 0))); HasBottle = NumBottles >= 1; Slingshot = (ProgressiveBulletBag >= 1) && (BuySeed || AmmoCanDrop); - Ocarina = ProgressiveOcarina >= 1; - OcarinaOfTime = ProgressiveOcarina >= 2; + Ocarina = HasItem(RG_FAIRY_OCARINA); + OcarinaOfTime = HasItem(RG_OCARINA_OF_TIME); MagicMeter = (ProgressiveMagic >= 1) && (AmmoCanDrop || (HasBottle && BuyMagicPotion)); BombBag = (ProgressiveBombBag >= 1) && (BuyBomb || AmmoCanDrop); - Hookshot = ProgressiveHookshot >= 1; - Longshot = ProgressiveHookshot >= 2; - Bow = (ProgressiveBow >= 1) && (BuyArrow || AmmoCanDrop); - GoronBracelet = ProgressiveStrength >= 1; - SilverGauntlets = ProgressiveStrength >= 2; - GoldenGauntlets = ProgressiveStrength >= 3; - Swim = ProgressiveScale >= 1; - SilverScale = ProgressiveScale >= 2; - GoldScale = ProgressiveScale >= 3; - ChildsWallet = ProgressiveWallet >= 1; - AdultsWallet = ProgressiveWallet >= 2; - BiggoronSword = BiggoronSword || ProgressiveGiantKnife >= 2; + Hookshot = CanUse(RG_HOOKSHOT); + Longshot = CanUse(RG_LONGSHOT); + Bow = CanUse(RG_FAIRY_BOW) && (BuyArrow || AmmoCanDrop); + GoronBracelet = HasItem(RG_GORONS_BRACELET); + SilverGauntlets = HasItem(RG_SILVER_GAUNTLETS); + GoldenGauntlets = HasItem(RG_GOLDEN_GAUNTLETS); + Swim = HasItem(RG_BRONZE_SCALE); + SilverScale = HasItem(RG_SILVER_SCALE); + GoldScale = HasItem(RG_GOLDEN_SCALE); + ChildsWallet = HasItem(RG_CHILD_WALLET); + AdultsWallet = HasItem(RG_ADULT_WALLET); + BiggoronSword = HasItem(RG_BIGGORON_SWORD); //you need at least 2 buttons for scarecrow song ScarecrowSong = ScarecrowSong || (ctx->GetOption(RSK_SKIP_SCARECROWS_SONG) && Ocarina && OcarinaButtons >= 2) || (ChildScarecrow && AdultScarecrow); @@ -503,6 +628,7 @@ namespace Rando { void Logic::Reset() { auto ctx = Rando::Context::GetInstance(); + ctx->NewSaveContext(); //Settings-dependent variables IsKeysanity = ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 5475d4d92d9..cb1d1196f80 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -417,6 +417,7 @@ class Logic { void UpdateHelpers(); bool CanUse(RandomizerGet itemName); bool HasProjectile(HasProjectileAge age); + bool HasItem(RandomizerGet itemName); bool HasBossSoul(RandomizerGet itemName); bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount); bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched); @@ -430,6 +431,5 @@ class Logic { private: static bool IsMagicItem(RandomizerGet item); static bool IsMagicArrow(RandomizerGet item); - bool HasItem(RandomizerGet itemName); }; // class Logic } // namespace Rando \ No newline at end of file diff --git a/soh/soh/Enhancements/randomizer/randomizer_inf.h b/soh/soh/Enhancements/randomizer/randomizer_inf.h index f1ae831214a..b77d2f7c683 100644 --- a/soh/soh/Enhancements/randomizer/randomizer_inf.h +++ b/soh/soh/Enhancements/randomizer/randomizer_inf.h @@ -282,6 +282,17 @@ typedef enum { RAND_INF_GF_ITEM_FROM_LEADER_OF_FORTRESS, RAND_INF_GF_GTG_GATE_PERMANENTLY_OPEN, + + RAND_INF_ZELDAS_LETTER, + RAND_INF_WEIRD_EGG, + RAND_INF_CHILD_TRADES_MASK_KEATON, + RAND_INF_CHILD_TRADES_MASK_SKULL, + RAND_INF_CHILD_TRADES_MASK_SPOOKY, + RAND_INF_CHILD_TRADES_MASK_BUNNY, + RAND_INF_CHILD_TRADES_MASK_GORON, + RAND_INF_CHILD_TRADES_MASK_ZORA, + RAND_INF_CHILD_TRADES_MASK_GERUDO, + RAND_INF_CHILD_TRADES_MASK_TRUTH, // If you add anything to this list, you need to update the size of randomizerInf in z64save.h to be ceil(RAND_INF_MAX / 16) RAND_INF_MAX, From f02ca59b6127175d3b565d4f69884c04afee1cad Mon Sep 17 00:00:00 2001 From: Malkierian Date: Fri, 28 Jun 2024 15:43:35 -0700 Subject: [PATCH 02/26] Most other item variables ported to SaveContext in UpdateHelpers. --- soh/soh/Enhancements/randomizer/logic.cpp | 73 ++++++++++++++--------- soh/soh/Enhancements/randomizer/logic.h | 3 +- 2 files changed, 47 insertions(+), 29 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index a0bf0046aed..0b873b938c6 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -97,13 +97,16 @@ namespace Rando { (itemName == RG_BIGGORON_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_BGS) && ctx->GetSaveContext()->bgsFlag) || (itemName == RG_FAIRY_SLINGSHOT && ctx->CheckInventory(ITEM_SLINGSHOT, true)) || (itemName == RG_BOOMERANG && ctx->CheckInventory(ITEM_BOOMERANG, true)) || + (itemName == RG_BOMB_BAG && ctx->CurrentUpgrade(UPG_BOMB_BAG) >= 1) || + (itemName == RG_MAGIC_SINGLE && ctx->GetSaveContext()->magicLevel >= 1) || (itemName == RG_KOKIRI_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_KOKIRI)) || (itemName == RG_STICKS && ctx->CheckInventory(ITEM_STICK, true)) || (itemName == RG_DEKU_SHIELD && ctx->CheckEquipment(EQUIP_FLAG_SHIELD_DEKU)) || (itemName == RG_FIRE_ARROWS && ctx->CheckInventory(ITEM_ARROW_FIRE, true)) || (itemName == RG_ICE_ARROWS && ctx->CheckInventory(ITEM_ARROW_ICE, true)) || (itemName == RG_LIGHT_ARROWS && ctx->CheckInventory(ITEM_ARROW_LIGHT, true)) || - (itemName == RG_FISHING_POLE && FishingPole) || + (itemName == RG_PROGRESSIVE_BOMBCHUS && ctx->CheckInventory(ITEM_BOMBCHU, true)) || + (itemName == RG_FISHING_POLE && ctx->CheckRandoInf(RAND_INF_FISHING_POLE_FOUND)) || (itemName == RG_ZELDAS_LULLABY && ctx->CheckQuestItem(QUEST_SONG_LULLABY)) || (itemName == RG_EPONAS_SONG && ctx->CheckQuestItem(QUEST_SONG_EPONA)) || (itemName == RG_SARIAS_SONG && ctx->CheckQuestItem(QUEST_SONG_SARIA)) || @@ -214,6 +217,10 @@ namespace Rando { return IsChild;// || StickAsAdult; case RG_DEKU_SHIELD: return IsChild;// || DekuShieldAsAdult; + case RG_WEIRD_EGG: + return IsChild; + case RG_RUTOS_LETTER: + return IsChild; // Songs case RG_ZELDAS_LULLABY: @@ -242,9 +249,8 @@ namespace Rando { return Ocarina && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCUpButton; // Misc. Items - // TODO: Once child wallet shuffle is added, this will need to be updated to account for the fishing pond entry fee. case RG_FISHING_POLE: - return true; // as long as you have enough rubies + return HasItem(RG_CHILD_WALLET); // as long as you have enough rubies // Magic items default: @@ -344,6 +350,18 @@ namespace Rando { } + uint8_t Logic::BottleCount() { + auto ctx = Rando::Context::GetInstance(); + uint8_t count = 0; + for (int i = SLOT_BOTTLE_1; i <= SLOT_BOTTLE_4; i++) { + uint8_t item = ctx->GetSaveContext()->inventory.items[i]; + if (item != ITEM_NONE && item != ITEM_LETTER_RUTO && item != ITEM_BIG_POE) { + count++; + } + } + return count; + } + // Updates all logic helpers. Should be called whenever a non-helper is changed void Logic::UpdateHelpers() { auto ctx = Rando::Context::GetInstance(); @@ -352,27 +370,26 @@ namespace Rando { (OcarinaCRightButton ? 1 : 0) + (OcarinaCUpButton ? 1 : 0) + (OcarinaCDownButton ? 1 : 0); - //ZeldasLetter = false; - //WeirdEgg = false; - //HasBottle = false; - //Bombchus = false; - //Bombchus5 = false; - //Bombchus10 = false; - //Bombchus20 = false; - //MagicBean = false; - //MagicBeanPack = false; - //RutosLetter = false; - //Boomerang = false; - //DinsFire = false; - //FaroresWind = false; - //NayrusLove = false; - //LensOfTruth = false; - //ShardOfAgony = false; + ZeldasLetter = HasItem(RG_ZELDAS_LETTER); + WeirdEgg = CanUse(RG_WEIRD_EGG); + Bombchus = HasItem(RG_PROGRESSIVE_BOMBCHUS); + Bombchus5 = false; + Bombchus10 = false; + Bombchus20 = false; + MagicBean = false; + MagicBeanPack = false; + RutosLetter = CanUse(RG_RUTOS_LETTER); + Boomerang = CanUse(RG_BOOMERANG); + DinsFire = CanUse(RG_DINS_FIRE); + FaroresWind = CanUse(RG_FARORES_WIND); + NayrusLove = CanUse(RG_NAYRUS_LOVE); + LensOfTruth = CanUse(RG_LENS_OF_TRUTH); + ShardOfAgony = HasItem(RG_STONE_OF_AGONY); //SkullMask = false; //MaskOfTruth = false; //Adult logic - //Hammer = false; + Hammer = CanUse(RG_MEGATON_HAMMER); IronBoots = CanUse(RG_IRON_BOOTS); HoverBoots = CanUse(RG_HOVER_BOOTS); MirrorShield = CanUse(RG_MIRROR_SHIELD); @@ -380,20 +397,20 @@ namespace Rando { ZoraTunic = CanUse(RG_ZORA_TUNIC); //Epona = false; //BigPoe = false; - //GerudoToken = false; - //FireArrows = false; - //IceArrows = false; + GerudoToken = HasItem(RG_GERUDO_MEMBERSHIP_CARD); + FireArrows = CanUse(RG_FIRE_ARROWS); + IceArrows = CanUse(RG_ICE_ARROWS); LightArrows = CanUse(RG_LIGHT_ARROWS); KokiriSword = CanUse(RG_KOKIRI_SWORD); MasterSword = CanUse(RG_MASTER_SWORD); BiggoronSword = CanUse(RG_MASTER_SWORD); - NumBottles = ((NoBottles) ? 0 : (Bottles + ((DeliverLetter) ? 1 : 0))); + NumBottles = ((NoBottles) ? 0 : BottleCount()); HasBottle = NumBottles >= 1; - Slingshot = (ProgressiveBulletBag >= 1) && (BuySeed || AmmoCanDrop); + Slingshot = CanUse(RG_FAIRY_SLINGSHOT) && (BuySeed || AmmoCanDrop); Ocarina = HasItem(RG_FAIRY_OCARINA); OcarinaOfTime = HasItem(RG_OCARINA_OF_TIME); - MagicMeter = (ProgressiveMagic >= 1) && (AmmoCanDrop || (HasBottle && BuyMagicPotion)); - BombBag = (ProgressiveBombBag >= 1) && (BuyBomb || AmmoCanDrop); + MagicMeter = HasItem(RG_MAGIC_SINGLE) && (AmmoCanDrop || (HasBottle && BuyMagicPotion)); + BombBag = HasItem(RG_BOMB_BAG) && (BuyBomb || AmmoCanDrop); Hookshot = CanUse(RG_HOOKSHOT); Longshot = CanUse(RG_LONGSHOT); Bow = CanUse(RG_FAIRY_BOW) && (BuyArrow || AmmoCanDrop); @@ -664,7 +681,7 @@ namespace Rando { GoronTunic = false; ZoraTunic = false; Epona = false; - BigPoe = false; + //BigPoe = false; GerudoToken = false; FireArrows = false; IceArrows = false; diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index cb1d1196f80..3abd8a37007 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -59,7 +59,7 @@ class Logic { bool GoronTunic = false; bool ZoraTunic = false; bool Epona = false; - bool BigPoe = false; + //bool BigPoe = false; //unused bool GerudoToken = false; bool FireArrows = false; bool IceArrows = false; @@ -426,6 +426,7 @@ class Logic { bool CanKillEnemy(std::string enemy); bool CanPassEnemy(std::string enemy); bool EventsUpdated(); + uint8_t BottleCount(); void Reset(); private: From df741f852d15f7545a176350624844bc2de71c72 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Sun, 30 Jun 2024 23:01:02 -0700 Subject: [PATCH 03/26] Removed individual Context retrievals in favor of single local variable in Logic to reference. --- soh/soh/Enhancements/randomizer/context.cpp | 1 + soh/soh/Enhancements/randomizer/hint.cpp | 2 +- soh/soh/Enhancements/randomizer/logic.cpp | 77 +++++++++++++++------ soh/soh/Enhancements/randomizer/logic.h | 2 + 4 files changed, 61 insertions(+), 21 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index 0298715997e..684d9a72e87 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -50,6 +50,7 @@ std::shared_ptr Context::CreateInstance() { if (mContext.expired()) { auto instance = std::make_shared(); mContext = instance; + GetInstance()->GetLogic()->SetContext(GetInstance()); return instance; } return GetInstance(); diff --git a/soh/soh/Enhancements/randomizer/hint.cpp b/soh/soh/Enhancements/randomizer/hint.cpp index 7d62d29c7bd..371e5380511 100644 --- a/soh/soh/Enhancements/randomizer/hint.cpp +++ b/soh/soh/Enhancements/randomizer/hint.cpp @@ -240,7 +240,7 @@ const std::vector Hint::GetAllMessageStrings(MessageFormat format) std::vector hintMessages = {}; uint8_t numMessages = GetNumberOfMessages(); for (int c = 0; c < numMessages; c++){ - hintMessages.push_back(GetHintMessage(format, c).GetForCurrentLanguage(format)); +// hintMessages.push_back(GetHintMessage(format, c).GetForCurrentLanguage(format)); } return hintMessages; } diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 0b873b938c6..41ccd1126ef 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -73,7 +73,6 @@ namespace Rando { }*/ bool Logic::HasItem(RandomizerGet itemName) { - auto ctx = Rando::Context::GetInstance(); return (itemName == RG_DINS_FIRE && ctx->CheckInventory(ITEM_DINS_FIRE, true)) || (itemName == RG_FARORES_WIND && ctx->CheckInventory(ITEM_FARORES_WIND, true)) || (itemName == RG_NAYRUS_LOVE && ctx->CheckInventory(ITEM_NAYRUS_LOVE, true)) || @@ -142,15 +141,15 @@ namespace Rando { (itemName == RG_OCARINA_C_DOWN_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_DOWN)) || (itemName == RG_OCARINA_C_UP_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_UP)) || // Boss Souls - (itemName == RG_GOHMA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_GOHMA_SOUL) : true)) || - (itemName == RG_KING_DODONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_KING_DODONGO_SOUL) : true)) || - (itemName == RG_BARINADE_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_BARINADE_SOUL) : true)) || - (itemName == RG_PHANTOM_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_PHANTOM_GANON_SOUL) : true)) || - (itemName == RG_VOLVAGIA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_VOLVAGIA_SOUL) : true)) || - (itemName == RG_MORPHA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_MORPHA_SOUL) : true)) || - (itemName == RG_BONGO_BONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_BONGO_BONGO_SOUL) : true)) || - (itemName == RG_TWINROVA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? HasItem(RG_TWINROVA_SOUL) : true)) || - (itemName == RG_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).Is(RO_BOSS_SOULS_ON_PLUS_GANON) ? HasItem(RG_GANON_SOUL) : true)) || + (itemName == RG_GOHMA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_GOHMA_SOUL) : true)) || + (itemName == RG_KING_DODONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_KING_DODONGO_SOUL) : true)) || + (itemName == RG_BARINADE_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_BARINADE_SOUL) : true)) || + (itemName == RG_PHANTOM_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_PHANTOM_GANON_SOUL) : true)) || + (itemName == RG_VOLVAGIA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_VOLVAGIA_SOUL) : true)) || + (itemName == RG_MORPHA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_MORPHA_SOUL) : true)) || + (itemName == RG_BONGO_BONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_BONGO_BONGO_SOUL) : true)) || + (itemName == RG_TWINROVA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_TWINROVA_SOUL) : true)) || + (itemName == RG_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).Is(RO_BOSS_SOULS_ON_PLUS_GANON) ? ctx->CheckRandoInf(RAND_INF_GANON_SOUL) : true)) || // Boss Keys (itemName == RG_FOREST_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FOREST_TEMPLE)) || (itemName == RG_FIRE_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FIRE_TEMPLE)) || @@ -267,7 +266,6 @@ namespace Rando { } bool Logic::HasBossSoul(RandomizerGet itemName) { - auto ctx = Rando::Context::GetInstance(); if (!ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS)) { return true; } @@ -351,11 +349,10 @@ namespace Rando { } uint8_t Logic::BottleCount() { - auto ctx = Rando::Context::GetInstance(); uint8_t count = 0; for (int i = SLOT_BOTTLE_1; i <= SLOT_BOTTLE_4; i++) { uint8_t item = ctx->GetSaveContext()->inventory.items[i]; - if (item != ITEM_NONE && item != ITEM_LETTER_RUTO && item != ITEM_BIG_POE) { + if (item != ITEM_NONE && (item == ITEM_LETTER_RUTO && DeliverLetter) && item != ITEM_BIG_POE) { count++; } } @@ -364,12 +361,11 @@ namespace Rando { // Updates all logic helpers. Should be called whenever a non-helper is changed void Logic::UpdateHelpers() { - auto ctx = Rando::Context::GetInstance(); - OcarinaButtons = (OcarinaAButton ? 1 : 0) + - (OcarinaCLeftButton ? 1 : 0) + - (OcarinaCRightButton ? 1 : 0) + - (OcarinaCUpButton ? 1 : 0) + - (OcarinaCDownButton ? 1 : 0); + OcarinaButtons = (HasItem(RG_OCARINA_A_BUTTON) ? 1 : 0) + + (HasItem(RG_OCARINA_C_LEFT_BUTTON) ? 1 : 0) + + (HasItem(RG_OCARINA_C_RIGHT_BUTTON) ? 1 : 0) + + (HasItem(RG_OCARINA_C_UP_BUTTON) ? 1 : 0) + + (HasItem(RG_OCARINA_C_DOWN_BUTTON) ? 1 : 0); ZeldasLetter = HasItem(RG_ZELDAS_LETTER); WeirdEgg = CanUse(RG_WEIRD_EGG); Bombchus = HasItem(RG_PROGRESSIVE_BOMBCHUS); @@ -424,6 +420,44 @@ namespace Rando { AdultsWallet = HasItem(RG_ADULT_WALLET); BiggoronSword = HasItem(RG_BIGGORON_SWORD); + CanSummonGohma = HasItem(RG_GOHMA_SOUL); + CanSummonKingDodongo = HasItem(RG_KING_DODONGO_SOUL); + CanSummonBarinade = HasItem(RG_BARINADE_SOUL); + CanSummonPhantomGanon = HasItem(RG_PHANTOM_GANON_SOUL); + CanSummonVolvagia = HasItem(RG_VOLVAGIA_SOUL); + CanSummonMorpha = HasItem(RG_MORPHA_SOUL); + CanSummonBongoBongo = HasItem(RG_BONGO_BONGO_SOUL); + CanSummonTwinrova = HasItem(RG_TWINROVA_SOUL); + CanSummonGanon = HasItem(RG_GANON_SOUL); + + // Boss Keys + BossKeyForestTemple = HasItem(RG_FOREST_TEMPLE_BOSS_KEY); + BossKeyFireTemple = HasItem(RG_FIRE_TEMPLE_BOSS_KEY); + BossKeyWaterTemple = HasItem(RG_WATER_TEMPLE_BOSS_KEY); + BossKeySpiritTemple = HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY); + BossKeyShadowTemple = HasItem(RG_SHADOW_TEMPLE_BOSS_KEY); + BossKeyGanonsCastle = HasItem(RG_GANONS_CASTLE_BOSS_KEY); + + //TODO: need flags somewhere for + //Eyedrops = Eyedrops || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && ClaimCheck); + //EyeballFrog = EyeballFrog || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Eyedrops); + //Prescription = Prescription || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && EyeballFrog); + //BrokenSword = BrokenSword || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Prescription); + //PoachersSaw = PoachersSaw || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && BrokenSword); + //OddPoultice = OddPoultice || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && PoachersSaw); + //OddMushroom = OddMushroom || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddPoultice); + //Cojiro = Cojiro || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddMushroom); + //PocketEgg = PocketEgg || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Cojiro); + + //BaseHearts + HeartContainer + (PieceOfHeart >> 2); "Hearts" + //all keys + //medallions + //stones + //DoubleDefense = ; + //TriforcePieces = ; + //Greg = ; + //GoldSkulltulaTokens = ; + //you need at least 2 buttons for scarecrow song ScarecrowSong = ScarecrowSong || (ctx->GetOption(RSK_SKIP_SCARECROWS_SONG) && Ocarina && OcarinaButtons >= 2) || (ChildScarecrow && AdultScarecrow); Scarecrow = Hookshot && ScarecrowSong; @@ -643,8 +677,11 @@ namespace Rando { return false; } + void Logic::SetContext(std::shared_ptr _ctx) { + ctx = _ctx; + } + void Logic::Reset() { - auto ctx = Rando::Context::GetInstance(); ctx->NewSaveContext(); //Settings-dependent variables IsKeysanity = ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 3abd8a37007..261ddd120f1 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -428,9 +428,11 @@ class Logic { bool EventsUpdated(); uint8_t BottleCount(); void Reset(); + void SetContext(std::shared_ptr _ctx); private: static bool IsMagicItem(RandomizerGet item); static bool IsMagicArrow(RandomizerGet item); + std::shared_ptr ctx; }; // class Logic } // namespace Rando \ No newline at end of file From 379045e5b6240ca7b2948e2d69cdcee4103ab0d6 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Wed, 3 Jul 2024 15:16:25 -0700 Subject: [PATCH 04/26] start of some diagnostics. caught some reverse logic with ApplyItemEffect. --- soh/soh/Enhancements/randomizer/context.cpp | 22 ++++++++++---------- soh/soh/Enhancements/randomizer/item.cpp | 2 +- soh/soh/Enhancements/randomizer/logic.cpp | 23 ++++++++++++++------- soh/soh/Enhancements/randomizer/logic.h | 2 ++ 4 files changed, 30 insertions(+), 19 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index 684d9a72e87..dc29af4acd6 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -511,13 +511,13 @@ void Context::ApplyItemEffect(Item& item, bool remove) { if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_MAJOR || item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_LESSER) { switch (randoGet) { case RG_GERUDO_MEMBERSHIP_CARD: - SetQuestItem(QUEST_GERUDO_CARD, remove); + SetQuestItem(QUEST_GERUDO_CARD, !remove); break; case RG_WEIRD_EGG: - SetRandoInf(RAND_INF_WEIRD_EGG, remove); + SetRandoInf(RAND_INF_WEIRD_EGG, !remove); break; case RG_ZELDAS_LETTER: - SetRandoInf(RAND_INF_ZELDAS_LETTER, remove); + SetRandoInf(RAND_INF_ZELDAS_LETTER, !remove); break; case RG_POCKET_EGG: case RG_COJIRO: @@ -658,7 +658,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { SetInventory(item.GetItemID(), (remove ? ITEM_NONE : item.GetItemID())); break; case RG_STONE_OF_AGONY: - SetQuestItem(QUEST_STONE_OF_AGONY, remove); + SetQuestItem(QUEST_STONE_OF_AGONY, !remove); break; case RG_MAGIC_BEAN: case RG_MAGIC_BEAN_PACK: @@ -668,7 +668,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { SetAmmo(ITEM_BEAN, current + (remove ? -change : change)); } break; case RG_DOUBLE_DEFENSE: - mSaveContext->isDoubleDefenseAcquired = 1; + mSaveContext->isDoubleDefenseAcquired = (remove ? 0 : 1); break; case RG_EMPTY_BOTTLE: case RG_BOTTLE_WITH_MILK: @@ -692,7 +692,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { mSaveContext->inventory.items[slot] = item.GetItemID(); } break; case RG_RUTOS_LETTER: - SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, remove); + SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, !remove); break; case RG_GOHMA_SOUL: case RG_KING_DODONGO_SOUL: @@ -708,7 +708,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_OCARINA_C_DOWN_BUTTON: case RG_OCARINA_C_LEFT_BUTTON: case RG_OCARINA_C_RIGHT_BUTTON: - SetRandoInf(RandoGetToFlag.at(randoGet), remove); + SetRandoInf(RandoGetToFlag.at(randoGet), !remove); break; case RG_TRIFORCE_PIECE: mSaveContext->triforcePiecesCollected += (remove ? -1 : 1); @@ -740,16 +740,16 @@ void Context::ApplyItemEffect(Item& item, bool remove) { break; case ITEMTYPE_DUNGEONREWARD: case ITEMTYPE_SONG: - SetQuestItem(RandoGetToQuestItem.find(item.GetRandomizerGet())->second, remove); + SetQuestItem(RandoGetToQuestItem.find(item.GetRandomizerGet())->second, !remove); break; case ITEMTYPE_MAP: - SetDungeonItem(DUNGEON_MAP, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + SetDungeonItem(DUNGEON_MAP, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, !remove); break; case ITEMTYPE_COMPASS: - SetDungeonItem(DUNGEON_COMPASS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + SetDungeonItem(DUNGEON_COMPASS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, !remove); break; case ITEMTYPE_BOSSKEY: - SetDungeonItem(DUNGEON_KEY_BOSS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + SetDungeonItem(DUNGEON_KEY_BOSS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, !remove); break; case ITEMTYPE_FORTRESS_SMALLKEY: case ITEMTYPE_SMALLKEY: diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 72c8fb5d1f4..6f0c1a659ac 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -59,7 +59,7 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, void Item::ApplyEffect() const { // If this is a key ring, logically add as many keys as we could need - Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), false); + Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), true); if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { *std::get(logicVar) += 10; } else { diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 41ccd1126ef..fd2e1b80447 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -8,6 +8,7 @@ #include "dungeon.h" #include "context.h" +#include "luslog.h" namespace Rando { bool Logic::IsMagicItem(RandomizerGet item) { @@ -23,7 +24,7 @@ namespace Rando { item == RG_LIGHT_ARROWS; } - /*bool Logic::HasItem(RandomizerGet itemName) { + bool Logic::HasItem2(RandomizerGet itemName) { return (itemName == RG_DINS_FIRE && DinsFire) || (itemName == RG_FARORES_WIND && FaroresWind) || (itemName == RG_NAYRUS_LOVE && NayrusLove) || @@ -70,9 +71,17 @@ namespace Rando { (itemName == RG_REQUIEM_OF_SPIRIT && RequiemOfSpirit) || (itemName == RG_NOCTURNE_OF_SHADOW && NocturneOfShadow) || (itemName == RG_PRELUDE_OF_LIGHT && PreludeOfLight); - }*/ + } bool Logic::HasItem(RandomizerGet itemName) { + bool has2 = HasItem2(itemName), has3 = HasItem3(itemName); + if (has2 != has3) { + LUSLOG_ERROR("Mismatch on %d. 2: %d, 3: %d", itemName, has2, has3); + } + return has2; + } + + bool Logic::HasItem3(RandomizerGet itemName) { return (itemName == RG_DINS_FIRE && ctx->CheckInventory(ITEM_DINS_FIRE, true)) || (itemName == RG_FARORES_WIND && ctx->CheckInventory(ITEM_FARORES_WIND, true)) || (itemName == RG_NAYRUS_LOVE && ctx->CheckInventory(ITEM_NAYRUS_LOVE, true)) || @@ -369,11 +378,11 @@ namespace Rando { ZeldasLetter = HasItem(RG_ZELDAS_LETTER); WeirdEgg = CanUse(RG_WEIRD_EGG); Bombchus = HasItem(RG_PROGRESSIVE_BOMBCHUS); - Bombchus5 = false; - Bombchus10 = false; - Bombchus20 = false; - MagicBean = false; - MagicBeanPack = false; + //Bombchus5 = false; + //Bombchus10 = false; + //Bombchus20 = false; + //MagicBean = false; + //MagicBeanPack = false; RutosLetter = CanUse(RG_RUTOS_LETTER); Boomerang = CanUse(RG_BOOMERANG); DinsFire = CanUse(RG_DINS_FIRE); diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 261ddd120f1..0fe184ee050 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -418,6 +418,8 @@ class Logic { bool CanUse(RandomizerGet itemName); bool HasProjectile(HasProjectileAge age); bool HasItem(RandomizerGet itemName); + bool HasItem2(RandomizerGet itemName); + bool HasItem3(RandomizerGet itemName); bool HasBossSoul(RandomizerGet itemName); bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount); bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched); From 68ed3693782f9f667e57d9142057563bb1f7adf4 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Wed, 3 Jul 2024 19:54:33 -0700 Subject: [PATCH 05/26] more diagnostics --- soh/soh/Enhancements/randomizer/context.cpp | 43 ++++++---- soh/soh/Enhancements/randomizer/item.cpp | 2 +- soh/soh/Enhancements/randomizer/item_list.cpp | 4 +- soh/soh/Enhancements/randomizer/logic.cpp | 82 ++++++++++--------- 4 files changed, 75 insertions(+), 56 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index dc29af4acd6..915c881e8e4 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -504,6 +504,7 @@ uint32_t HookshotLookup[3] = { ITEM_NONE, ITEM_HOOKSHOT, ITEM_LONGSHOT }; uint32_t OcarinaLookup[3] = { ITEM_NONE, ITEM_OCARINA_FAIRY, ITEM_OCARINA_TIME }; void Context::ApplyItemEffect(Item& item, bool remove) { + LUSLOG_INFO("Applying item effect for item %s", StaticData::RetrieveItem(item.GetRandomizerGet()).GetName().GetEnglish().c_str()); switch (item.GetItemType()) { case ITEMTYPE_ITEM: { @@ -511,13 +512,13 @@ void Context::ApplyItemEffect(Item& item, bool remove) { if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_MAJOR || item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_LESSER) { switch (randoGet) { case RG_GERUDO_MEMBERSHIP_CARD: - SetQuestItem(QUEST_GERUDO_CARD, !remove); + SetQuestItem(QUEST_GERUDO_CARD, remove); break; case RG_WEIRD_EGG: - SetRandoInf(RAND_INF_WEIRD_EGG, !remove); + SetRandoInf(RAND_INF_WEIRD_EGG, remove); break; case RG_ZELDAS_LETTER: - SetRandoInf(RAND_INF_ZELDAS_LETTER, !remove); + SetRandoInf(RAND_INF_ZELDAS_LETTER, remove); break; case RG_POCKET_EGG: case RG_COJIRO: @@ -589,14 +590,26 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_PROGRESSIVE_WALLET: { auto currentLevel = CurrentUpgrade(UPG_WALLET); - auto newLevel = currentLevel + (remove ? -1 : 1); - SetUpgrade(UPG_WALLET, newLevel); + if (!CheckRandoInf(RAND_INF_HAS_WALLET) && !remove) { + SetRandoInf(RAND_INF_HAS_WALLET, false); + } else if (currentLevel == 0 && remove) { + SetRandoInf(RAND_INF_HAS_WALLET, true); + } else { + auto newLevel = currentLevel + (remove ? -1 : 1); + SetUpgrade(UPG_WALLET, newLevel); + } } break; case RG_PROGRESSIVE_SCALE: { auto currentLevel = CurrentUpgrade(UPG_SCALE); - auto newLevel = currentLevel + (remove ? -1 : 1); - SetUpgrade(UPG_SCALE, newLevel); + if (!CheckRandoInf(RAND_INF_CAN_SWIM) && !remove) { + SetRandoInf(RAND_INF_CAN_SWIM, false); + } else if (currentLevel == 0 && remove) { + SetRandoInf(RAND_INF_CAN_SWIM, true); + } else { + auto newLevel = currentLevel + (remove ? -1 : 1); + SetUpgrade(UPG_SCALE, newLevel); + } } break; case RG_PROGRESSIVE_NUT_UPGRADE: { @@ -692,7 +705,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { mSaveContext->inventory.items[slot] = item.GetItemID(); } break; case RG_RUTOS_LETTER: - SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, !remove); + SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, remove); break; case RG_GOHMA_SOUL: case RG_KING_DODONGO_SOUL: @@ -708,7 +721,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_OCARINA_C_DOWN_BUTTON: case RG_OCARINA_C_LEFT_BUTTON: case RG_OCARINA_C_RIGHT_BUTTON: - SetRandoInf(RandoGetToFlag.at(randoGet), !remove); + SetRandoInf(RandoGetToFlag.at(randoGet), remove); break; case RG_TRIFORCE_PIECE: mSaveContext->triforcePiecesCollected += (remove ? -1 : 1); @@ -740,16 +753,16 @@ void Context::ApplyItemEffect(Item& item, bool remove) { break; case ITEMTYPE_DUNGEONREWARD: case ITEMTYPE_SONG: - SetQuestItem(RandoGetToQuestItem.find(item.GetRandomizerGet())->second, !remove); + SetQuestItem(RandoGetToQuestItem.find(item.GetRandomizerGet())->second, remove); break; case ITEMTYPE_MAP: - SetDungeonItem(DUNGEON_MAP, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, !remove); + SetDungeonItem(DUNGEON_MAP, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); break; case ITEMTYPE_COMPASS: - SetDungeonItem(DUNGEON_COMPASS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, !remove); + SetDungeonItem(DUNGEON_COMPASS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); break; case ITEMTYPE_BOSSKEY: - SetDungeonItem(DUNGEON_KEY_BOSS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, !remove); + SetDungeonItem(DUNGEON_KEY_BOSS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); break; case ITEMTYPE_FORTRESS_SMALLKEY: case ITEMTYPE_SMALLKEY: @@ -876,7 +889,7 @@ void Context::InitSaveContext() { for (int button = 0; button < ARRAY_COUNT(mSaveContext->equips.cButtonSlots); button++) { mSaveContext->equips.cButtonSlots[button] = SLOT_NONE; } - mSaveContext->equips.equipment = 0x1100; + mSaveContext->equips.equipment = 0; // Inventory for (int item = 0; item < ARRAY_COUNT(mSaveContext->inventory.items); item++) { @@ -885,7 +898,7 @@ void Context::InitSaveContext() { for (int ammo = 0; ammo < ARRAY_COUNT(mSaveContext->inventory.ammo); ammo++) { mSaveContext->inventory.ammo[ammo] = 0; } - mSaveContext->inventory.equipment = 0x1100; + mSaveContext->inventory.equipment = 0; mSaveContext->inventory.upgrades = 0; mSaveContext->inventory.questItems = 0; for (int dungeon = 0; dungeon < ARRAY_COUNT(mSaveContext->inventory.dungeonItems); dungeon++) { diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 6f0c1a659ac..72c8fb5d1f4 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -59,7 +59,7 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, void Item::ApplyEffect() const { // If this is a key ring, logically add as many keys as we could need - Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), true); + Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), false); if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { *std::get(logicVar) += 10; } else { diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index 9de0e805c56..2ac3cd92eac 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -19,8 +19,8 @@ void Rando::StaticData::InitItemTable() { itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword); itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, &logic->noVariable, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, &logic->BiggoronSword, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, &logic->noVariable, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, &logic->noVariable, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, &logic->DekuShield, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, &logic->HylianShield, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, &logic->MirrorShield, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, &logic->GoronTunic, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, &logic->ZoraTunic, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index fd2e1b80447..c1a5aa17222 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -74,11 +74,9 @@ namespace Rando { } bool Logic::HasItem(RandomizerGet itemName) { - bool has2 = HasItem2(itemName), has3 = HasItem3(itemName); - if (has2 != has3) { - LUSLOG_ERROR("Mismatch on %d. 2: %d, 3: %d", itemName, has2, has3); - } - return has2; + bool has3 = HasItem3(itemName); + LUSLOG_INFO("HasItem for %s evaluated as %s", StaticData::RetrieveItem(itemName).GetName().GetEnglish().c_str(), has3 ? "true" : "false"); + return has3; } bool Logic::HasItem3(RandomizerGet itemName) { @@ -150,15 +148,15 @@ namespace Rando { (itemName == RG_OCARINA_C_DOWN_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_DOWN)) || (itemName == RG_OCARINA_C_UP_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_UP)) || // Boss Souls - (itemName == RG_GOHMA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_GOHMA_SOUL) : true)) || - (itemName == RG_KING_DODONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_KING_DODONGO_SOUL) : true)) || - (itemName == RG_BARINADE_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_BARINADE_SOUL) : true)) || - (itemName == RG_PHANTOM_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_PHANTOM_GANON_SOUL) : true)) || - (itemName == RG_VOLVAGIA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_VOLVAGIA_SOUL) : true)) || - (itemName == RG_MORPHA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_MORPHA_SOUL) : true)) || - (itemName == RG_BONGO_BONGO_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_BONGO_BONGO_SOUL) : true)) || - (itemName == RG_TWINROVA_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).IsNot(RO_BOSS_SOULS_OFF) ? ctx->CheckRandoInf(RAND_INF_TWINROVA_SOUL) : true)) || - (itemName == RG_GANON_SOUL && (ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).Is(RO_BOSS_SOULS_ON_PLUS_GANON) ? ctx->CheckRandoInf(RAND_INF_GANON_SOUL) : true)) || + (itemName == RG_GOHMA_SOUL && ctx->CheckRandoInf(RAND_INF_GOHMA_SOUL)) || + (itemName == RG_KING_DODONGO_SOUL && ctx->CheckRandoInf(RAND_INF_KING_DODONGO_SOUL)) || + (itemName == RG_BARINADE_SOUL && ctx->CheckRandoInf(RAND_INF_BARINADE_SOUL)) || + (itemName == RG_PHANTOM_GANON_SOUL && ctx->CheckRandoInf(RAND_INF_PHANTOM_GANON_SOUL)) || + (itemName == RG_VOLVAGIA_SOUL && ctx->CheckRandoInf(RAND_INF_VOLVAGIA_SOUL)) || + (itemName == RG_MORPHA_SOUL && ctx->CheckRandoInf(RAND_INF_MORPHA_SOUL)) || + (itemName == RG_BONGO_BONGO_SOUL && ctx->CheckRandoInf(RAND_INF_BONGO_BONGO_SOUL)) || + (itemName == RG_TWINROVA_SOUL && ctx->CheckRandoInf(RAND_INF_TWINROVA_SOUL)) || + (itemName == RG_GANON_SOUL && ctx->CheckRandoInf(RAND_INF_GANON_SOUL)) || // Boss Keys (itemName == RG_FOREST_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FOREST_TEMPLE)) || (itemName == RG_FIRE_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FIRE_TEMPLE)) || @@ -170,7 +168,11 @@ namespace Rando { (itemName == RG_CHILD_WALLET && ctx->CheckRandoInf(RAND_INF_HAS_WALLET)) || (itemName == RG_ADULT_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 1) || (itemName == RG_GIANT_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 2) || - (itemName == RG_TYCOON_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 3); + (itemName == RG_TYCOON_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 3) || + // Scales + (itemName == RG_BRONZE_SCALE && ctx->CheckRandoInf(RAND_INF_CAN_SWIM)) || + (itemName == RG_SILVER_SCALE && ctx->CurrentUpgrade(UPG_SCALE) >= 1) || + (itemName == RG_GOLDEN_SCALE && ctx->CurrentUpgrade(UPG_SCALE) >= 2); } //Can the passed in item be used? @@ -280,23 +282,16 @@ namespace Rando { } switch(itemName) { case RG_GOHMA_SOUL: - return CanSummonGohma; case RG_KING_DODONGO_SOUL: - return CanSummonKingDodongo; case RG_BARINADE_SOUL: - return CanSummonBarinade; case RG_PHANTOM_GANON_SOUL: - return CanSummonPhantomGanon; case RG_VOLVAGIA_SOUL: - return CanSummonVolvagia; case RG_MORPHA_SOUL: - return CanSummonMorpha; case RG_BONGO_BONGO_SOUL: - return CanSummonBongoBongo; case RG_TWINROVA_SOUL: - return CanSummonTwinrova; + return HasItem(itemName); case RG_GANON_SOUL: - return ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).Is(RO_BOSS_SOULS_ON_PLUS_GANON) ? CanSummonGanon : true; + return ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).Is(RO_BOSS_SOULS_ON_PLUS_GANON) ? HasItem(RG_GANON_SOUL) : true; default: break; } @@ -429,15 +424,15 @@ namespace Rando { AdultsWallet = HasItem(RG_ADULT_WALLET); BiggoronSword = HasItem(RG_BIGGORON_SWORD); - CanSummonGohma = HasItem(RG_GOHMA_SOUL); - CanSummonKingDodongo = HasItem(RG_KING_DODONGO_SOUL); - CanSummonBarinade = HasItem(RG_BARINADE_SOUL); - CanSummonPhantomGanon = HasItem(RG_PHANTOM_GANON_SOUL); - CanSummonVolvagia = HasItem(RG_VOLVAGIA_SOUL); - CanSummonMorpha = HasItem(RG_MORPHA_SOUL); - CanSummonBongoBongo = HasItem(RG_BONGO_BONGO_SOUL); - CanSummonTwinrova = HasItem(RG_TWINROVA_SOUL); - CanSummonGanon = HasItem(RG_GANON_SOUL); + CanSummonGohma = HasBossSoul(RG_GOHMA_SOUL); + CanSummonKingDodongo = HasBossSoul(RG_KING_DODONGO_SOUL); + CanSummonBarinade = HasBossSoul(RG_BARINADE_SOUL); + CanSummonPhantomGanon = HasBossSoul(RG_PHANTOM_GANON_SOUL); + CanSummonVolvagia = HasBossSoul(RG_VOLVAGIA_SOUL); + CanSummonMorpha = HasBossSoul(RG_MORPHA_SOUL); + CanSummonBongoBongo = HasBossSoul(RG_BONGO_BONGO_SOUL); + CanSummonTwinrova = HasBossSoul(RG_TWINROVA_SOUL); + CanSummonGanon = HasBossSoul(RG_GANON_SOUL); // Boss Keys BossKeyForestTemple = HasItem(RG_FOREST_TEMPLE_BOSS_KEY); @@ -691,6 +686,7 @@ namespace Rando { } void Logic::Reset() { + LUSLOG_INFO("Logic reset."); ctx->NewSaveContext(); //Settings-dependent variables IsKeysanity = ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || @@ -808,11 +804,17 @@ namespace Rando { GregInLacsLogic = false; //Ocarina C Buttons - OcarinaAButton = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true) ? 0 : 1; - OcarinaCLeftButton = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true) ? 0 : 1; - OcarinaCRightButton = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true) ? 0 : 1; - OcarinaCUpButton = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true) ? 0 : 1; - OcarinaCDownButton = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true) ? 0 : 1; + bool ocBtnShuffle = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true); + OcarinaAButton = !ocBtnShuffle; + OcarinaCLeftButton = !ocBtnShuffle; + OcarinaCRightButton = !ocBtnShuffle; + OcarinaCUpButton = !ocBtnShuffle; + OcarinaCDownButton = !ocBtnShuffle; + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_A, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_UP, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_DOWN, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_LEFT, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT, !ocBtnShuffle); //Progressive Items ProgressiveBulletBag = 0; @@ -820,10 +822,12 @@ namespace Rando { ProgressiveMagic = 0; //If we're not shuffling swim, we start with it (scale 1) ProgressiveScale = ctx->GetOption(RSK_SHUFFLE_SWIM).Is(true) ? 0 : 1; + ctx->SetUpgrade(UPG_SCALE, ProgressiveScale); ProgressiveHookshot = 0; ProgressiveBow = 0; //If we're not shuffling child's wallet, we start with it (wallet 1) ProgressiveWallet = ctx->GetOption(RSK_SHUFFLE_CHILD_WALLET).Is(true) ? 0 : 1; + ctx->SetUpgrade(UPG_WALLET, ProgressiveWallet); ProgressiveStrength = 0; ProgressiveOcarina = 0; ProgressiveGiantKnife = 0; @@ -832,6 +836,7 @@ namespace Rando { ForestTempleKeys = 0; //If not keysanity, start with 1 logical key to account for automatically unlocking the basement door in vanilla FiT FireTempleKeys = IsKeysanity || ctx->GetDungeon(Rando::FIRE_TEMPLE)->IsMQ() ? 0 : 1; + ctx->SetSmallKeyCount(SCENE_FIRE_TEMPLE, FireTempleKeys); WaterTempleKeys = 0; SpiritTempleKeys = 0; ShadowTempleKeys = 0; @@ -1011,6 +1016,7 @@ namespace Rando { AtDay = false; AtNight = false; Age = ctx->GetSettings()->ResolvedStartingAge(); + ctx->GetSaveContext()->linkAge = !Age; //Events ShowedMidoSwordAndShield = false; From 4aa1b5d17ed9f6cce9aedce9897295c6f9449e3a Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 9 Jul 2024 10:24:35 -0700 Subject: [PATCH 06/26] Resolve major logic issue with SetInventory flow in ApplyItemEffect. Other small logic issues in ApplyItemEffect. --- soh/soh/Enhancements/randomizer/context.cpp | 61 ++++++++++++------ soh/soh/Enhancements/randomizer/item.cpp | 2 +- soh/soh/Enhancements/randomizer/logic.cpp | 71 ++++++++++++++++++--- 3 files changed, 103 insertions(+), 31 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index 915c881e8e4..f31dd17319c 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -15,8 +15,6 @@ #include #include -#include "luslog.h" - namespace Rando { std::weak_ptr Context::mContext; @@ -408,6 +406,10 @@ std::map RandoGetToFlag = { { RG_MIRROR_SHIELD, EQUIP_FLAG_SHIELD_MIRROR }, { RG_GORON_TUNIC, EQUIP_FLAG_TUNIC_GORON }, { RG_ZORA_TUNIC, EQUIP_FLAG_TUNIC_ZORA }, + { RG_BUY_DEKU_SHIELD, EQUIP_FLAG_SHIELD_DEKU }, + { RG_BUY_HYLIAN_SHIELD, EQUIP_FLAG_SHIELD_HYLIAN }, + { RG_BUY_GORON_TUNIC, EQUIP_FLAG_TUNIC_GORON }, + { RG_BUY_ZORA_TUNIC, EQUIP_FLAG_TUNIC_ZORA }, { RG_IRON_BOOTS, EQUIP_FLAG_BOOTS_IRON }, { RG_HOVER_BOOTS, EQUIP_FLAG_BOOTS_HOVER }, { RG_GOHMA_SOUL, RAND_INF_GOHMA_SOUL }, @@ -504,15 +506,23 @@ uint32_t HookshotLookup[3] = { ITEM_NONE, ITEM_HOOKSHOT, ITEM_LONGSHOT }; uint32_t OcarinaLookup[3] = { ITEM_NONE, ITEM_OCARINA_FAIRY, ITEM_OCARINA_TIME }; void Context::ApplyItemEffect(Item& item, bool remove) { - LUSLOG_INFO("Applying item effect for item %s", StaticData::RetrieveItem(item.GetRandomizerGet()).GetName().GetEnglish().c_str()); + auto randoGet = item.GetRandomizerGet(); + if (randoGet >= RG_BOOMERANG && randoGet <= RG_CLAIM_CHECK) + SPDLOG_INFO("Applying item effect for {}", item.GetName().GetEnglish().c_str()); + if (item.GetGIEntry()->objectId == OBJECT_GI_STICK) { + SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); + } + if (item.GetGIEntry()->objectId == OBJECT_GI_NUTS) { + SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); + } switch (item.GetItemType()) { case ITEMTYPE_ITEM: { - auto randoGet = item.GetRandomizerGet(); if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_MAJOR || item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_LESSER) { switch (randoGet) { + case RG_STONE_OF_AGONY: case RG_GERUDO_MEMBERSHIP_CARD: - SetQuestItem(QUEST_GERUDO_CARD, remove); + SetQuestItem(RandoGetToQuestItem.at(randoGet), remove); break; case RG_WEIRD_EGG: SetRandoInf(RAND_INF_WEIRD_EGG, remove); @@ -592,9 +602,11 @@ void Context::ApplyItemEffect(Item& item, bool remove) { auto currentLevel = CurrentUpgrade(UPG_WALLET); if (!CheckRandoInf(RAND_INF_HAS_WALLET) && !remove) { SetRandoInf(RAND_INF_HAS_WALLET, false); - } else if (currentLevel == 0 && remove) { + } + else if (currentLevel == 0 && remove) { SetRandoInf(RAND_INF_HAS_WALLET, true); - } else { + } + else { auto newLevel = currentLevel + (remove ? -1 : 1); SetUpgrade(UPG_WALLET, newLevel); } @@ -604,9 +616,11 @@ void Context::ApplyItemEffect(Item& item, bool remove) { auto currentLevel = CurrentUpgrade(UPG_SCALE); if (!CheckRandoInf(RAND_INF_CAN_SWIM) && !remove) { SetRandoInf(RAND_INF_CAN_SWIM, false); - } else if (currentLevel == 0 && remove) { + } + else if (currentLevel == 0 && remove) { SetRandoInf(RAND_INF_CAN_SWIM, true); - } else { + } + else { auto newLevel = currentLevel + (remove ? -1 : 1); SetUpgrade(UPG_SCALE, newLevel); } @@ -668,10 +682,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_FIRE_ARROWS: case RG_ICE_ARROWS: case RG_LIGHT_ARROWS: - SetInventory(item.GetItemID(), (remove ? ITEM_NONE : item.GetItemID())); - break; - case RG_STONE_OF_AGONY: - SetQuestItem(QUEST_STONE_OF_AGONY, !remove); + SetInventory(item.GetGIEntry()->itemId, (remove ? ITEM_NONE : item.GetGIEntry()->itemId)); break; case RG_MAGIC_BEAN: case RG_MAGIC_BEAN_PACK: @@ -702,7 +713,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { } slot++; } - mSaveContext->inventory.items[slot] = item.GetItemID(); + mSaveContext->inventory.items[slot] = item.GetGIEntry()->itemId; } break; case RG_RUTOS_LETTER: SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, remove); @@ -788,8 +799,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { } } SetSmallKeyCount(dungeonIndex, count); - } - break; + } break; case ITEMTYPE_TOKEN: mSaveContext->inventory.gsTokens += (remove ? -1 : 1); break; @@ -801,7 +811,18 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case ITEMTYPE_REFILL: break; case ITEMTYPE_SHOP: - break; + { + RandomizerGet itemRG = item.GetRandomizerGet(); + if (itemRG == RG_BUY_HYLIAN_SHIELD || itemRG == RG_BUY_DEKU_SHIELD || itemRG == RG_BUY_GORON_TUNIC || itemRG == RG_BUY_ZORA_TUNIC) { + uint32_t equipId = RandoGetToFlag.find(itemRG)->second; + if (remove) { + mSaveContext->inventory.equipment &= ~equipId; + } + else { + mSaveContext->inventory.equipment |= equipId; + } + } + } break; } mLogic->UpdateHelpers(); } @@ -905,7 +926,7 @@ void Context::InitSaveContext() { mSaveContext->inventory.dungeonItems[dungeon] = 0; } for (int dungeon = 0; dungeon < ARRAY_COUNT(mSaveContext->inventory.dungeonKeys); dungeon++) { - mSaveContext->inventory.dungeonKeys[dungeon] = 0xFF; + mSaveContext->inventory.dungeonKeys[dungeon] = 0x0; } mSaveContext->inventory.defenseHearts = 0; mSaveContext->inventory.gsTokens = 0; @@ -1102,10 +1123,10 @@ bool Context::CheckRandoInf(uint32_t flag) { void Context::SetRandoInf(uint32_t flag, bool disable) { if (disable) { - mSaveContext->randomizerInf[flag >> 4] |= (1 << (flag & 0xF)); + mSaveContext->randomizerInf[flag >> 4] &= ~(1 << (flag & 0xF)); } else { - mSaveContext->randomizerInf[flag >> 4] &= ~(1 << (flag & 0xF)); + mSaveContext->randomizerInf[flag >> 4] |= (1 << (flag & 0xF)); } } diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 72c8fb5d1f4..82f5e274ee2 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -59,7 +59,6 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, void Item::ApplyEffect() const { // If this is a key ring, logically add as many keys as we could need - Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), false); if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { *std::get(logicVar) += 10; } else { @@ -69,6 +68,7 @@ void Item::ApplyEffect() const { *std::get(logicVar) += 1; } } + Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), false); Rando::Context::GetInstance()->GetLogic()->UpdateHelpers(); } diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index c1a5aa17222..91b30a10d26 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -8,7 +8,7 @@ #include "dungeon.h" #include "context.h" -#include "luslog.h" +#include namespace Rando { bool Logic::IsMagicItem(RandomizerGet item) { @@ -75,7 +75,8 @@ namespace Rando { bool Logic::HasItem(RandomizerGet itemName) { bool has3 = HasItem3(itemName); - LUSLOG_INFO("HasItem for %s evaluated as %s", StaticData::RetrieveItem(itemName).GetName().GetEnglish().c_str(), has3 ? "true" : "false"); + if (itemName >= RG_BOOMERANG && itemName <= RG_CLAIM_CHECK) + SPDLOG_INFO("HasItem for {} evaluated as {}", StaticData::RetrieveItem(itemName).GetName().GetEnglish().c_str(), has3 ? "true" : "false"); return has3; } @@ -132,6 +133,7 @@ namespace Rando { (itemName == RG_FAIRY_OCARINA && ctx->CheckInventory(ITEM_OCARINA_FAIRY, false)) || (itemName == RG_OCARINA_OF_TIME && ctx->CheckInventory(ITEM_OCARINA_TIME, true)) || (itemName == RG_GREG_RUPEE && ctx->CheckRandoInf(RAND_INF_GREG_FOUND)) || + (itemName == RG_GERUDO_MEMBERSHIP_CARD && ctx->CheckQuestItem(QUEST_GERUDO_CARD)) || // Dungeon Rewards (itemName == RG_KOKIRI_EMERALD && ctx->CheckQuestItem(QUEST_KOKIRI_EMERALD)) || (itemName == RG_GORON_RUBY && ctx->CheckQuestItem(QUEST_GORON_RUBY)) || @@ -141,6 +143,7 @@ namespace Rando { (itemName == RG_WATER_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_WATER)) || (itemName == RG_SPIRIT_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_SPIRIT)) || (itemName == RG_SHADOW_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_SHADOW)) || + (itemName == RG_LIGHT_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_LIGHT)) || // Ocarina Buttons (itemName == RG_OCARINA_A_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_A)) || (itemName == RG_OCARINA_C_LEFT_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_LEFT)) || @@ -442,6 +445,16 @@ namespace Rando { BossKeyShadowTemple = HasItem(RG_SHADOW_TEMPLE_BOSS_KEY); BossKeyGanonsCastle = HasItem(RG_GANONS_CASTLE_BOSS_KEY); + KokiriEmerald = HasItem(RG_KOKIRI_EMERALD); + GoronRuby = HasItem(RG_GORON_RUBY); + ZoraSapphire = HasItem(RG_ZORA_SAPPHIRE); + ForestMedallion = HasItem(RG_FOREST_MEDALLION); + FireMedallion = HasItem(RG_FIRE_MEDALLION); + WaterMedallion = HasItem(RG_WATER_MEDALLION); + SpiritMedallion = HasItem(RG_SPIRIT_MEDALLION); + ShadowMedallion = HasItem(RG_SHADOW_MEDALLION); + LightMedallion = HasItem(RG_LIGHT_MEDALLION); + //TODO: need flags somewhere for //Eyedrops = Eyedrops || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && ClaimCheck); //EyeballFrog = EyeballFrog || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Eyedrops); @@ -455,8 +468,6 @@ namespace Rando { //BaseHearts + HeartContainer + (PieceOfHeart >> 2); "Hearts" //all keys - //medallions - //stones //DoubleDefense = ; //TriforcePieces = ; //Greg = ; @@ -597,48 +608,88 @@ namespace Rando { (GetDifficultyValueFromString(GlitchHover) >= static_cast(GlitchDifficulty::NOVICE) && GetDifficultyValueFromString(GlitchISG) >= static_cast(GlitchDifficulty::INTERMEDIATE)))) { return ForestTempleKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_FOREST_TEMPLE); + if (ForestTempleKeys != smallKeys) + SPDLOG_ERROR("Forest temple small key count mismatch: logicVar {}, saveContext {}", ForestTempleKeys, smallKeys); + } return ForestTempleKeys >= requiredAmountGlitchless; case RR_FIRE_TEMPLE: /*if (IsGlitched && (GetDifficultyValueFromString(GlitchLedgeClip) >= static_cast(GlitchDifficulty::INTERMEDIATE) || GetDifficultyValueFromString(GlitchHover) >= static_cast(GlitchDifficulty::INTERMEDIATE))) { return FireTempleKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_FIRE_TEMPLE); + if (FireTempleKeys != smallKeys) + SPDLOG_ERROR("Fire temple small key count mismatch: logicVar {}, saveContext {}", FireTempleKeys, smallKeys); + } return FireTempleKeys >= requiredAmountGlitchless; case RR_WATER_TEMPLE: /*if (IsGlitched && (false)) { return WaterTempleKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_WATER_TEMPLE); + if (WaterTempleKeys != smallKeys) + SPDLOG_ERROR("Water temple small key count mismatch: logicVar {}, saveContext {}", WaterTempleKeys, smallKeys); + } return WaterTempleKeys >= requiredAmountGlitchless; case RR_SPIRIT_TEMPLE: /*if (IsGlitched && (false)) { return SpiritTempleKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_SPIRIT_TEMPLE); + if (SpiritTempleKeys != smallKeys) + SPDLOG_ERROR("Spirit temple small key count mismatch: logicVar {}, saveContext {}", SpiritTempleKeys, smallKeys); + } return SpiritTempleKeys >= requiredAmountGlitchless; case RR_SHADOW_TEMPLE: /*if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotClip) >= static_cast(GlitchDifficulty::NOVICE))) { return ShadowTempleKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_SHADOW_TEMPLE); + if (ShadowTempleKeys != smallKeys) + SPDLOG_ERROR("Shadow temple small key count mismatch: logicVar {}, saveContext {}", ShadowTempleKeys, smallKeys); + } return ShadowTempleKeys >= requiredAmountGlitchless; case RR_BOTTOM_OF_THE_WELL: /*if (IsGlitched && (false)) { return BottomOfTheWellKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_BOTTOM_OF_THE_WELL); + if (BottomOfTheWellKeys != smallKeys) + SPDLOG_ERROR("BotW temple small key count mismatch: logicVar {}, saveContext {}", BottomOfTheWellKeys, smallKeys); + } return BottomOfTheWellKeys >= requiredAmountGlitchless; case RR_GERUDO_TRAINING_GROUNDS: /*if (IsGlitched && (false)) { return GerudoTrainingGroundsKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_GERUDO_TRAINING_GROUND); + if (GerudoTrainingGroundsKeys != smallKeys) + SPDLOG_ERROR("GTG small key count mismatch: logicVar {}, saveContext {}", GerudoTrainingGroundsKeys, smallKeys); + } return GerudoTrainingGroundsKeys >= requiredAmountGlitchless; case RR_GANONS_CASTLE: /*if (IsGlitched && (false)) { return GanonsCastleKeys >= requiredAmountGlitched; }*/ + { + auto smallKeys = ctx->GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE); + if (GanonsCastleKeys != smallKeys) + SPDLOG_ERROR("Ganon's Castle small key count mismatch: logicVar {}, saveContext {}", GanonsCastleKeys, smallKeys); + } return GanonsCastleKeys >= requiredAmountGlitchless; case RR_MARKET_TREASURE_CHEST_GAME: @@ -686,7 +737,7 @@ namespace Rando { } void Logic::Reset() { - LUSLOG_INFO("Logic reset."); + SPDLOG_INFO("Logic reset."); ctx->NewSaveContext(); //Settings-dependent variables IsKeysanity = ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || @@ -810,11 +861,11 @@ namespace Rando { OcarinaCRightButton = !ocBtnShuffle; OcarinaCUpButton = !ocBtnShuffle; OcarinaCDownButton = !ocBtnShuffle; - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_A, !ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_UP, !ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_DOWN, !ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_LEFT, !ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_A, ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_UP, ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_DOWN, ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_LEFT, ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT, ocBtnShuffle); //Progressive Items ProgressiveBulletBag = 0; From d4dfa19982862c7470c51bb8cc48a44d701c16f3 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 9 Jul 2024 11:57:31 -0700 Subject: [PATCH 07/26] Added a bit of logging. Add Double Defense to item effects. --- soh/soh/Enhancements/randomizer/3drando/fill.cpp | 8 ++++++++ soh/soh/Enhancements/randomizer/context.cpp | 10 +++++----- soh/soh/Enhancements/randomizer/logic.cpp | 9 +++++---- 3 files changed, 18 insertions(+), 9 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/3drando/fill.cpp b/soh/soh/Enhancements/randomizer/3drando/fill.cpp index d25d04aa0fb..e53996410a6 100644 --- a/soh/soh/Enhancements/randomizer/3drando/fill.cpp +++ b/soh/soh/Enhancements/randomizer/3drando/fill.cpp @@ -1003,7 +1003,9 @@ void ClearProgress() { int Fill() { auto ctx = Rando::Context::GetInstance(); int retries = 0; + SPDLOG_INFO("Starting seed generation..."); while(retries < 5) { + SPDLOG_INFO("Attempt {}...", retries + 1); placementFailure = false; //showItemProgress = false; ctx->playthroughLocations.clear(); @@ -1036,8 +1038,10 @@ int Fill() { //Place shop items first, since a buy shield is needed to place a dungeon reward on Gohma due to access NonShopItems = {}; if (ctx->GetOption(RSK_SHOPSANITY).Is(RO_SHOPSANITY_OFF)) { + SPDLOG_INFO("Placing Vanilla Shop Items..."); PlaceVanillaShopItems(); //Place vanilla shop items in vanilla location } else { + SPDLOG_INFO("Shuffling Shop Items"); int total_replaced = 0; if (ctx->GetOption(RSK_SHOPSANITY).IsNot(RO_SHOPSANITY_ZERO_ITEMS)) { //Shopsanity 1-4, random //Initialize NonShopItems @@ -1080,6 +1084,7 @@ int Fill() { } //Place dungeon rewards + SPDLOG_INFO("Shuffling and Placing Dungeon Items..."); RandomizeDungeonRewards(); //Place dungeon items restricted to their Own Dungeon @@ -1111,15 +1116,18 @@ int Fill() { //Then place dungeon items that are assigned to restrictive location pools RandomizeDungeonItems(); + SPDLOG_INFO("Dungeon Items Done"); //Then place Link's Pocket Item if it has to be an advancement item RandomizeLinksPocket(); + SPDLOG_INFO("Shuffling Advancement Items"); //Then place the rest of the advancement items std::vector remainingAdvancementItems = FilterAndEraseFromPool(ItemPool, [](const auto i) { return Rando::StaticData::RetrieveItem(i).IsAdvancement(); }); AssumedFill(remainingAdvancementItems, ctx->allLocations, true); //Fast fill for the rest of the pool + SPDLOG_INFO("Shuffling Remaining Items"); std::vector remainingPool = FilterAndEraseFromPool(ItemPool, [](const auto i) { return true; }); FastFill(remainingPool, GetAllEmptyLocations(), false); diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index f31dd17319c..f191d11bca0 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -507,8 +507,8 @@ uint32_t OcarinaLookup[3] = { ITEM_NONE, ITEM_OCARINA_FAIRY, ITEM_OCARINA_TIME } void Context::ApplyItemEffect(Item& item, bool remove) { auto randoGet = item.GetRandomizerGet(); - if (randoGet >= RG_BOOMERANG && randoGet <= RG_CLAIM_CHECK) - SPDLOG_INFO("Applying item effect for {}", item.GetName().GetEnglish().c_str()); + //if (randoGet >= RG_BOOMERANG && randoGet <= RG_CLAIM_CHECK) + // SPDLOG_INFO("Applying item effect for {}", item.GetName().GetEnglish().c_str()); if (item.GetGIEntry()->objectId == OBJECT_GI_STICK) { SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); } @@ -530,6 +530,9 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_ZELDAS_LETTER: SetRandoInf(RAND_INF_ZELDAS_LETTER, remove); break; + case RG_DOUBLE_DEFENSE: + mSaveContext->isDoubleDefenseAcquired = !remove; + break; case RG_POCKET_EGG: case RG_COJIRO: case RG_ODD_MUSHROOM: @@ -691,9 +694,6 @@ void Context::ApplyItemEffect(Item& item, bool remove) { auto current = GetAmmo(ITEM_BEAN); SetAmmo(ITEM_BEAN, current + (remove ? -change : change)); } break; - case RG_DOUBLE_DEFENSE: - mSaveContext->isDoubleDefenseAcquired = (remove ? 0 : 1); - break; case RG_EMPTY_BOTTLE: case RG_BOTTLE_WITH_MILK: case RG_BOTTLE_WITH_RED_POTION: diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 91b30a10d26..21a26885802 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -75,8 +75,8 @@ namespace Rando { bool Logic::HasItem(RandomizerGet itemName) { bool has3 = HasItem3(itemName); - if (itemName >= RG_BOOMERANG && itemName <= RG_CLAIM_CHECK) - SPDLOG_INFO("HasItem for {} evaluated as {}", StaticData::RetrieveItem(itemName).GetName().GetEnglish().c_str(), has3 ? "true" : "false"); + //if (itemName >= RG_BOOMERANG && itemName <= RG_CLAIM_CHECK) + // SPDLOG_INFO("HasItem for {} evaluated as {}", StaticData::RetrieveItem(itemName).GetName().GetEnglish().c_str(), has3 ? "true" : "false"); return has3; } @@ -134,6 +134,7 @@ namespace Rando { (itemName == RG_OCARINA_OF_TIME && ctx->CheckInventory(ITEM_OCARINA_TIME, true)) || (itemName == RG_GREG_RUPEE && ctx->CheckRandoInf(RAND_INF_GREG_FOUND)) || (itemName == RG_GERUDO_MEMBERSHIP_CARD && ctx->CheckQuestItem(QUEST_GERUDO_CARD)) || + (itemName == RG_DOUBLE_DEFENSE && ctx->GetSaveContext()->isDoubleDefenseAcquired) || // Dungeon Rewards (itemName == RG_KOKIRI_EMERALD && ctx->CheckQuestItem(QUEST_KOKIRI_EMERALD)) || (itemName == RG_GORON_RUBY && ctx->CheckQuestItem(QUEST_GORON_RUBY)) || @@ -468,7 +469,7 @@ namespace Rando { //BaseHearts + HeartContainer + (PieceOfHeart >> 2); "Hearts" //all keys - //DoubleDefense = ; + DoubleDefense = HasItem(RG_DOUBLE_DEFENSE); //TriforcePieces = ; //Greg = ; //GoldSkulltulaTokens = ; @@ -737,7 +738,7 @@ namespace Rando { } void Logic::Reset() { - SPDLOG_INFO("Logic reset."); + //SPDLOG_INFO("Logic reset."); ctx->NewSaveContext(); //Settings-dependent variables IsKeysanity = ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || From 6a7b67a48d0cb792c13da7a43ccf0879394735c9 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 9 Jul 2024 15:34:32 -0700 Subject: [PATCH 08/26] revert hint gen bypass --- soh/soh/Enhancements/randomizer/hint.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/soh/soh/Enhancements/randomizer/hint.cpp b/soh/soh/Enhancements/randomizer/hint.cpp index 371e5380511..7d62d29c7bd 100644 --- a/soh/soh/Enhancements/randomizer/hint.cpp +++ b/soh/soh/Enhancements/randomizer/hint.cpp @@ -240,7 +240,7 @@ const std::vector Hint::GetAllMessageStrings(MessageFormat format) std::vector hintMessages = {}; uint8_t numMessages = GetNumberOfMessages(); for (int c = 0; c < numMessages; c++){ -// hintMessages.push_back(GetHintMessage(format, c).GetForCurrentLanguage(format)); + hintMessages.push_back(GetHintMessage(format, c).GetForCurrentLanguage(format)); } return hintMessages; } From bb0085f288d929267098170461ee8cce156db083 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Sat, 13 Jul 2024 17:22:16 -0700 Subject: [PATCH 09/26] item_list *actually* divorced from logicVar pointers. Several missed options for ApplyItemEffect, HasItem, and UpdateHelpers added in. Changed HasItem to a switch block for more performance. Seeds generate within 10-20 seconds in release mode. Further optimization is assumed possible. --- .../Enhancements/randomizer/3drando/fill.cpp | 2 +- .../randomizer/3drando/location_access.cpp | 2 +- soh/soh/Enhancements/randomizer/context.cpp | 71 ++- soh/soh/Enhancements/randomizer/context.h | 3 + soh/soh/Enhancements/randomizer/item.cpp | 91 ++- soh/soh/Enhancements/randomizer/item.h | 20 +- soh/soh/Enhancements/randomizer/item_list.cpp | 476 +++++++------- soh/soh/Enhancements/randomizer/logic.cpp | 596 +++++++++--------- soh/soh/Enhancements/randomizer/logic.h | 6 +- .../Enhancements/randomizer/randomizerTypes.h | 147 +++++ 10 files changed, 804 insertions(+), 610 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/3drando/fill.cpp b/soh/soh/Enhancements/randomizer/3drando/fill.cpp index e53996410a6..2cc9050d879 100644 --- a/soh/soh/Enhancements/randomizer/3drando/fill.cpp +++ b/soh/soh/Enhancements/randomizer/3drando/fill.cpp @@ -245,7 +245,7 @@ std::vector GetAccessibleLocations(const std::vector> buyIgnores; + std::vector buyIgnores; //Variables for search std::vector newItemLocations; diff --git a/soh/soh/Enhancements/randomizer/3drando/location_access.cpp b/soh/soh/Enhancements/randomizer/3drando/location_access.cpp index ddda3dbabd4..b181a3cdb70 100644 --- a/soh/soh/Enhancements/randomizer/3drando/location_access.cpp +++ b/soh/soh/Enhancements/randomizer/3drando/location_access.cpp @@ -162,7 +162,7 @@ Rando::Entrance* Area::GetExit(RandomizerRegion exitToReturn) { } bool Area::CanPlantBeanCheck() const { - return (logic->MagicBean || logic->MagicBeanPack) && BothAgesCheck(); + return Rando::Context::GetInstance()->GetAmmo(ITEM_BEAN) > 0 && BothAgesCheck(); } bool Area::AllAccountedFor() const { diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index f191d11bca0..fce0597f6d5 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -395,9 +395,7 @@ void Context::ParseHintJson(nlohmann::json spoilerFileJson) { CreateStaticHints(); } - - -std::map RandoGetToFlag = { +std::map Context::RandoGetToFlag = { { RG_KOKIRI_SWORD, EQUIP_FLAG_SWORD_KOKIRI }, { RG_MASTER_SWORD, EQUIP_FLAG_SWORD_MASTER }, { RG_BIGGORON_SWORD, EQUIP_FLAG_SWORD_BGS }, @@ -425,10 +423,11 @@ std::map RandoGetToFlag = { { RG_OCARINA_C_UP_BUTTON, RAND_INF_HAS_OCARINA_C_UP }, { RG_OCARINA_C_DOWN_BUTTON, RAND_INF_HAS_OCARINA_C_DOWN }, { RG_OCARINA_C_LEFT_BUTTON, RAND_INF_HAS_OCARINA_C_LEFT }, - { RG_OCARINA_C_RIGHT_BUTTON, RAND_INF_HAS_OCARINA_C_RIGHT } + { RG_OCARINA_C_RIGHT_BUTTON, RAND_INF_HAS_OCARINA_C_RIGHT }, + { RG_GREG_RUPEE, RAND_INF_GREG_FOUND } }; -std::map RandoGetToDungeonScene = { +std::map Context::RandoGetToDungeonScene = { { RG_FOREST_TEMPLE_SMALL_KEY, SCENE_FOREST_TEMPLE }, { RG_FIRE_TEMPLE_SMALL_KEY, SCENE_FIRE_TEMPLE }, { RG_WATER_TEMPLE_SMALL_KEY, SCENE_WATER_TEMPLE }, @@ -476,7 +475,7 @@ std::map RandoGetToDungeonScene = { { RG_TREASURE_GAME_SMALL_KEY, SCENE_TREASURE_BOX_SHOP } }; -std::map RandoGetToQuestItem = { +std::map Context::RandoGetToQuestItem = { { RG_FOREST_MEDALLION, QUEST_MEDALLION_FOREST }, { RG_FIRE_MEDALLION, QUEST_MEDALLION_FIRE }, { RG_WATER_MEDALLION, QUEST_MEDALLION_WATER }, @@ -518,8 +517,8 @@ void Context::ApplyItemEffect(Item& item, bool remove) { switch (item.GetItemType()) { case ITEMTYPE_ITEM: { - if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_MAJOR || item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_LESSER) { - switch (randoGet) { + //if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_MAJOR || item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_LESSER) { + switch (randoGet) { case RG_STONE_OF_AGONY: case RG_GERUDO_MEMBERSHIP_CARD: SetQuestItem(RandoGetToQuestItem.at(randoGet), remove); @@ -669,12 +668,11 @@ void Context::ApplyItemEffect(Item& item, bool remove) { } SetInventory(ITEM_OCARINA_FAIRY, OcarinaLookup[i]); } break; - case ITEM_HEART_CONTAINER: - mSaveContext->health += (remove ? -4 : 4); + case RG_HEART_CONTAINER: + mSaveContext->healthCapacity += (remove ? -16 : 16); break; - case ITEM_HEART_PIECE: - case ITEM_HEART_PIECE_2: - mSaveContext->health += (remove ? -1 : 1); + case RG_PIECE_OF_HEART: + mSaveContext->healthCapacity += (remove ? -4 : 4); break; case RG_BOOMERANG: case RG_LENS_OF_TRUTH: @@ -732,13 +730,34 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_OCARINA_C_DOWN_BUTTON: case RG_OCARINA_C_LEFT_BUTTON: case RG_OCARINA_C_RIGHT_BUTTON: + case RG_GREG_RUPEE: SetRandoInf(RandoGetToFlag.at(randoGet), remove); break; case RG_TRIFORCE_PIECE: mSaveContext->triforcePiecesCollected += (remove ? -1 : 1); break; - } - } // junk items don't have variables, so we can skip them + //} + //} else if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_JUNK) { + //switch (randoGet) { + case RG_DEKU_NUTS_5: + case RG_DEKU_NUTS_10: + case RG_BUY_DEKU_NUTS_5: + case RG_BUY_DEKU_NUTS_10: + SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); + break; + case RG_DEKU_STICK_1: + case RG_BUY_DEKU_STICK_1: + case RG_STICKS: + SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); + break; + case RG_BOMBCHU_5: + case RG_BOMBCHU_10: + case RG_BOMBCHU_20: + case RG_BOMBCHU_DROP: + SetInventory(ITEM_BOMBCHU, (remove ? ITEM_NONE : ITEM_BOMBCHU)); + break; + //} + } } break; case ITEMTYPE_EQUIP: @@ -803,13 +822,10 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case ITEMTYPE_TOKEN: mSaveContext->inventory.gsTokens += (remove ? -1 : 1); break; - // currently noVariable pointers in Logic, so nothing to do here case ITEMTYPE_EVENT: break; case ITEMTYPE_DROP: - break; case ITEMTYPE_REFILL: - break; case ITEMTYPE_SHOP: { RandomizerGet itemRG = item.GetRandomizerGet(); @@ -822,6 +838,25 @@ void Context::ApplyItemEffect(Item& item, bool remove) { mSaveContext->inventory.equipment |= equipId; } } + switch (itemRG) { + case RG_DEKU_NUTS_5: + case RG_DEKU_NUTS_10: + case RG_BUY_DEKU_NUTS_5: + case RG_BUY_DEKU_NUTS_10: + SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); + break; + case RG_DEKU_STICK_1: + case RG_BUY_DEKU_STICK_1: + case RG_STICKS: + SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); + break; + case RG_BOMBCHU_5: + case RG_BOMBCHU_10: + case RG_BOMBCHU_20: + case RG_BOMBCHU_DROP: + SetInventory(ITEM_BOMBCHU, (remove ? ITEM_NONE : ITEM_BOMBCHU)); + break; + } } break; } mLogic->UpdateHelpers(); diff --git a/soh/soh/Enhancements/randomizer/context.h b/soh/soh/Enhancements/randomizer/context.h index a84c56481f3..b0c0cf177f5 100644 --- a/soh/soh/Enhancements/randomizer/context.h +++ b/soh/soh/Enhancements/randomizer/context.h @@ -52,6 +52,9 @@ class Context { void GenerateLocationPool(); static std::vector GetLocations(const std::vector& locationPool, Category categoryInclude, Category categoryExclude = Category::cNull); + static std::map RandoGetToQuestItem; + static std::map RandoGetToDungeonScene; + static std::map RandoGetToFlag; void AddExcludedOptions(); void LocationReset(); void ClearItemLocations(); diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 82f5e274ee2..ffa846c5602 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -14,75 +14,60 @@ namespace Rando { Item::Item() : randomizerGet(RG_NONE), type(ITEMTYPE_ITEM), getItemId(GI_NONE), advancement(false), hintKey(RHT_NONE), progressive(false), price(0) {} Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, bool* logicVar_, const RandomizerHintTextKey hintKey_, const uint16_t itemId_, - const uint16_t objectId_, const uint16_t gid_, const uint16_t textId_, const uint16_t field_, - const int16_t chestAnimation_, const GetItemCategory category_, const uint16_t modIndex_, - const bool progressive_, const uint16_t price_) + const bool advancement_, ItemLogic logicVar_, const RandomizerHintTextKey hintKey_, const uint16_t itemId_, + const uint16_t objectId_, const uint16_t gid_, const uint16_t textId_, const uint16_t field_, + const int16_t chestAnimation_, const GetItemCategory category_, const uint16_t modIndex_, + const bool progressive_, const uint16_t price_) : randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_), - advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { + advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { if (modIndex_ == MOD_RANDOMIZER || getItemId > 0x7D) { - giEntry = std::make_shared(GetItemEntry{itemId_, field_, static_cast((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_, objectId_, modIndex_, TABLE_RANDOMIZER, static_cast(randomizerGet_), gid_, true, ITEM_FROM_NPC, category_, static_cast(randomizerGet_), MOD_RANDOMIZER, NULL}); - } else { - giEntry = std::make_shared(GetItemEntry{itemId_, field_, static_cast((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_, objectId_, modIndex_, TABLE_VANILLA, getItemId_, gid_, true, ITEM_FROM_NPC, category_, itemId_, modIndex_, NULL}); + giEntry = std::make_shared(GetItemEntry{ itemId_, field_, static_cast((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_, objectId_, modIndex_, TABLE_RANDOMIZER, static_cast(randomizerGet_), gid_, true, ITEM_FROM_NPC, category_, static_cast(randomizerGet_), MOD_RANDOMIZER, NULL }); } -} - -Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, uint8_t* logicVar_, const RandomizerHintTextKey hintKey_, const uint16_t itemId_, - const uint16_t objectId_, const uint16_t gid_, const uint16_t textId_, const uint16_t field_, - const int16_t chestAnimation_, const GetItemCategory category_, const uint16_t modIndex_, - const bool progressive_, const uint16_t price_) - : randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_), - advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { - if (modIndex_ == MOD_RANDOMIZER || getItemId > 0x7D) { - giEntry = std::make_shared(GetItemEntry{itemId_, field_, static_cast((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_, objectId_, modIndex_, TABLE_RANDOMIZER, static_cast(randomizerGet_), gid_, true, ITEM_FROM_NPC, category_, static_cast(randomizerGet_), modIndex_, NULL}); - } else { - giEntry = std::make_shared(GetItemEntry{itemId_, field_, static_cast((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_, objectId_, modIndex_, TABLE_VANILLA, getItemId_, gid_, true, ITEM_FROM_NPC, category_, itemId_, modIndex_, NULL}); + else { + giEntry = std::make_shared(GetItemEntry{ itemId_, field_, static_cast((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_, objectId_, modIndex_, TABLE_VANILLA, getItemId_, gid_, true, ITEM_FROM_NPC, category_, itemId_, modIndex_, NULL }); } } Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, bool* logicVar_, const RandomizerHintTextKey hintKey_, const bool progressive_, - const uint16_t price_) + const bool advancement_, ItemLogic logicVar_, const RandomizerHintTextKey hintKey_, const bool progressive_, + const uint16_t price_) : randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_), - advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { -} - -Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, uint8_t* logicVar_, const RandomizerHintTextKey hintKey_, const bool progressive_, - const uint16_t price_) - : randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_), - advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { + advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { } Item::~Item() = default; void Item::ApplyEffect() const { // If this is a key ring, logically add as many keys as we could need - if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { - *std::get(logicVar) += 10; - } else { - if (std::holds_alternative(logicVar)) { - *std::get(logicVar) = true; - } else { - *std::get(logicVar) += 1; - } - } - Rando::Context::GetInstance()->ApplyItemEffect(StaticData::RetrieveItem(this->randomizerGet), false); - Rando::Context::GetInstance()->GetLogic()->UpdateHelpers(); + //if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { + // *std::get(logicVar) += 10; + //} else { + // if (std::holds_alternative(logicVar)) { + // *std::get(logicVar) = true; + // } else { + // *std::get(logicVar) += 1; + // } + //} + auto ctx = Rando::Context::GetInstance(); + ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false); + ctx->GetLogic()->SetInLogic(logicVar, false); + ctx->GetLogic()->UpdateHelpers(); } void Item::UndoEffect() const { - if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { - *std::get(logicVar) -= 10; - } else { - if (std::holds_alternative(logicVar)) { - *std::get(logicVar) = false; - } else { - *std::get(logicVar) -= 1; - } - } - Rando::Context::GetInstance()->GetLogic()->UpdateHelpers(); + //if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { + // *std::get(logicVar) -= 10; + //} else { + // if (std::holds_alternative(logicVar)) { + // *std::get(logicVar) = false; + // } else { + // *std::get(logicVar) -= 1; + // } + //} + auto ctx = Rando::Context::GetInstance(); + ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true); + ctx->GetLogic()->SetInLogic(logicVar, true); + ctx->GetLogic()->UpdateHelpers(); } const Text& Item::GetName() const { @@ -101,7 +86,7 @@ ItemType Item::GetItemType() const { return type; } -std::variant Item::GetLogicVar() const { +ItemLogic Item::GetLogicVar() const { return logicVar; } diff --git a/soh/soh/Enhancements/randomizer/item.h b/soh/soh/Enhancements/randomizer/item.h index 3b64c6ffbce..12bc104ae15 100644 --- a/soh/soh/Enhancements/randomizer/item.h +++ b/soh/soh/Enhancements/randomizer/item.h @@ -31,17 +31,11 @@ class Item { public: Item(); Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - bool* logicVar_, RandomizerHintTextKey hintKey_, uint16_t itemId_, uint16_t objectId_, uint16_t gid_, - uint16_t textId_, uint16_t field_, int16_t chestAnimation_, GetItemCategory category_, - uint16_t modIndex_, bool progressive_ = false, uint16_t price_ = 0); + ItemLogic logicVar_, RandomizerHintTextKey hintKey_, uint16_t itemId_, uint16_t objectId_, uint16_t gid_, + uint16_t textId_, uint16_t field_, int16_t chestAnimation_, GetItemCategory category_, uint16_t modIndex_, + bool progressive_ = false, uint16_t price_ = 0); Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - uint8_t* logicVar_, RandomizerHintTextKey hintKey_, uint16_t itemId_, uint16_t objectId_, uint16_t gid_, - uint16_t textId_, uint16_t field_, int16_t chestAnimation_, GetItemCategory category_, uint16_t modIndex_, - bool progressive_ = false, uint16_t price_ = 0); - Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - bool* logicVar_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0); - Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - uint8_t* logicVar_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0); + ItemLogic logicVar_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0); ~Item(); void ApplyEffect() const; @@ -52,7 +46,7 @@ class Item { bool IsAdvancement() const; int GetItemID() const; ItemType GetItemType() const; - std::variant GetLogicVar() const; + ItemLogic GetLogicVar() const; RandomizerGet GetRandomizerGet() const; uint16_t GetPrice() const; std::shared_ptr GetGIEntry() const; @@ -74,11 +68,11 @@ class Item { ItemType type; int16_t getItemId; bool advancement; - std::variant logicVar; + ItemLogic logicVar; RandomizerHintTextKey hintKey; bool progressive; uint16_t price; bool playthrough = false; - std::shared_ptr giEntry; + std::shared_ptr giEntry; }; } diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index 2ac3cd92eac..d39e0604b99 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -12,315 +12,315 @@ std::unordered_map Rando::StaticData::itemNameToEnum void Rando::StaticData::InitItemTable() { auto logic = Context::GetInstance()->GetLogic(); - itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, &logic->noVariable, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index - itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, &logic->KokiriSword, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, &logic->MasterSword, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, ITEMLOGIC_KOKIRISWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, ITEMLOGIC_MASTERSWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword); - itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, &logic->noVariable, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, &logic->BiggoronSword, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, &logic->DekuShield, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, &logic->HylianShield, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, &logic->MirrorShield, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, &logic->GoronTunic, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, &logic->ZoraTunic, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, &logic->IronBoots, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, &logic->HoverBoots, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, &logic->Boomerang, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, &logic->LensOfTruth, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, &logic->Hammer, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, &logic->ShardOfAgony, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, &logic->DinsFire, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, &logic->FaroresWind, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, &logic->NayrusLove, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, &logic->FireArrows, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, &logic->IceArrows, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, &logic->LightArrows, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, &logic->GerudoToken, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, &logic->MagicBean, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, &logic->MagicBeanPack, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, &logic->DoubleDefense, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, ITEMLOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, ITEMLOGIC_BIGGORONSWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, ITEMLOGIC_DEKUSHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, ITEMLOGIC_HYLIANSHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, ITEMLOGIC_MIRRORSHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, ITEMLOGIC_GORONTUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, ITEMLOGIC_ZORATUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, ITEMLOGIC_IRONBOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, ITEMLOGIC_HOVERBOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, ITEMLOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, ITEMLOGIC_LENSOFTRUTH, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, ITEMLOGIC_HAMMER, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, ITEMLOGIC_SHARDOFAGONY, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, ITEMLOGIC_DINSFIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, ITEMLOGIC_FARORESWIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, ITEMLOGIC_NAYRUSLOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, ITEMLOGIC_FIREARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, ITEMLOGIC_ICEARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, ITEMLOGIC_LIGHTARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, ITEMLOGIC_GERUDOTOKEN, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, ITEMLOGIC_MAGICBEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, ITEMLOGIC_MAGICBEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, ITEMLOGIC_DOUBLEDEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DOUBLE_DEFENSE].SetCustomDrawFunc(Randomizer_DrawDoubleDefense); // Trade Quest Items - itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, &logic->WeirdEgg, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, &logic->ZeldasLetter, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, &logic->PocketEgg, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, &logic->Cojiro, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, &logic->OddMushroom, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, &logic->OddPoultice, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, &logic->PoachersSaw, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, &logic->BrokenSword, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, &logic->Prescription, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, &logic->EyeballFrog, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, &logic->Eyedrops, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, &logic->ClaimCheck, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, ITEMLOGIC_WEIRDEGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, ITEMLOGIC_ZELDASLETTER, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, ITEMLOGIC_POCKETEGG, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, ITEMLOGIC_COJIRO, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, ITEMLOGIC_ODDMUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, ITEMLOGIC_ODDPOULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, ITEMLOGIC_POACHERSSAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, ITEMLOGIC_BROKENSWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, ITEMLOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, ITEMLOGIC_EYEBALLFROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, ITEMLOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, ITEMLOGIC_CLAIMCHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Skulltula Token - itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, &logic->GoldSkulltulaTokens, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); + itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, ITEMLOGIC_GOLDSKULLTULATOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); // Progressive Items - itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, &logic->ProgressiveHookshot, RHT_PROGRESSIVE_HOOKSHOT, true); - itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, &logic->ProgressiveStrength, RHT_PROGRESSIVE_STRENGTH, true); - itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, &logic->ProgressiveBombBag, RHT_PROGRESSIVE_BOMB_BAG, true); - itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, &logic->ProgressiveBow, RHT_PROGRESSIVE_BOW, true); - itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, &logic->ProgressiveBulletBag,RHT_PROGRESSIVE_SLINGSHOT, true); - itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, &logic->ProgressiveWallet, RHT_PROGRESSIVE_WALLET, true); - itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, &logic->ProgressiveScale, RHT_PROGRESSIVE_SCALE, true); - itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, false, &logic->noVariable, RHT_PROGRESSIVE_NUT_UPGRADE, true); - itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, false, &logic->noVariable, RHT_PROGRESSIVE_STICK_UPGRADE, true); - itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, &logic->Bombchus, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); - itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, &logic->ProgressiveMagic, RHT_PROGRESSIVE_MAGIC_METER, true); - itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, &logic->ProgressiveOcarina, RHT_PROGRESSIVE_OCARINA, true); - itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, &logic->ProgressiveGiantKnife,RHT_PROGRESSIVE_GORONSWORD, true); + itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, ITEMLOGIC_PROGRESSIVEHOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); + itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_PROGRESSIVE_STRENGTH, true); + itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_PROGRESSIVE_BOMB_BAG, true); + itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_PROGRESSIVE_BOW, true); + itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_PROGRESSIVE_SLINGSHOT, true); + itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_PROGRESSIVE_WALLET, true); + itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, ITEMLOGIC_PROGRESSIVESCALE, RHT_PROGRESSIVE_SCALE, true); + itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, false, ITEMLOGIC_NONE, RHT_PROGRESSIVE_NUT_UPGRADE, true); + itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, false, ITEMLOGIC_NONE, RHT_PROGRESSIVE_STICK_UPGRADE, true); + itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, ITEMLOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); + itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, ITEMLOGIC_PROGRESSIVEMAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); + itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, ITEMLOGIC_PROGRESSIVEOCARINA, RHT_PROGRESSIVE_OCARINA, true); + itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, ITEMLOGIC_PROGRESSIVEGIANTKNIFE,RHT_PROGRESSIVE_GORONSWORD, true); // Bottles - itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, &logic->Bottles, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, &logic->Bottles, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, &logic->Bottles, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, &logic->Bottles, RHT_BOTTLE_WITH_GREEN_POTION,RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, &logic->Bottles, RHT_BOTTLE_WITH_BLUE_POTION,RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, &logic->Bottles, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, &logic->Bottles, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, &logic->Bottles, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, &logic->Bottles, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, &logic->Bottles, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, &logic->RutosLetter, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, &logic->BottleWithBigPoe, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION,RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION,RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, ITEMLOGIC_RUTOSLETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, ITEMLOGIC_BOTTLEWITHBIGPOE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); // Songs - itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, &logic->ZeldasLullaby, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, &logic->EponasSong, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, &logic->SariasSong, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, &logic->SunsSong, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, &logic->SongOfTime, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, &logic->SongOfStorms, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, &logic->MinuetOfForest, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, &logic->BoleroOfFire, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, &logic->SerenadeOfWater, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, &logic->NocturneOfShadow, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, &logic->RequiemOfSpirit, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, &logic->PreludeOfLight, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, ITEMLOGIC_ZELDASLULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, ITEMLOGIC_EPONASSONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, ITEMLOGIC_SARIASSONG, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, ITEMLOGIC_SUNSSONG, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, ITEMLOGIC_SONGOFTIME, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, ITEMLOGIC_SONGOFSTORMS, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, ITEMLOGIC_MINUETOFFOREST, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, ITEMLOGIC_BOLEROOFFIRE, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, ITEMLOGIC_SERENADEOFWATER, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, ITEMLOGIC_NOCTURNEOFSHADOW, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, ITEMLOGIC_REQUIEMOFSPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, ITEMLOGIC_PRELUDEOFLIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Maps and Compasses - itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, &logic->noVariable, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, &logic->noVariable, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, &logic->noVariable, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, &logic->noVariable, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, &logic->noVariable, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, &logic->noVariable, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, &logic->noVariable, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, &logic->noVariable, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, &logic->noVariable, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, &logic->noVariable, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, &logic->noVariable, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, ITEMLOGIC_MAPDEKUTREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, ITEMLOGIC_MAPDODONGOSCAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, ITEMLOGIC_MAPJABUJABUSBELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, ITEMLOGIC_MAPFORESTTEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, ITEMLOGIC_MAPFIRETEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, ITEMLOGIC_MAPWATERTEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, ITEMLOGIC_MAPSPIRITTEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, ITEMLOGIC_MAPSHADOWTEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, ITEMLOGIC_MAPBOTTOMOFTHEWELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, ITEMLOGIC_MAPICECAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, ITEMLOGIC_COMPASSDEKUTREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DEKU_TREE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, &logic->noVariable, RHT_DODONGOS_CAVERN_COMPASS,RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, ITEMLOGIC_COMPASSDODONGOSCAVERN, RHT_DODONGOS_CAVERN_COMPASS,RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DODONGOS_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, &logic->noVariable, RHT_JABU_JABUS_BELLY_COMPASS,RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, ITEMLOGIC_COMPASSJABUJABUSBELLY, RHT_JABU_JABUS_BELLY_COMPASS,RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_JABU_JABUS_BELLY_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, &logic->noVariable, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, ITEMLOGIC_COMPASSFORESTTEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, &logic->noVariable, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, ITEMLOGIC_COMPASSFIRETEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, &logic->noVariable, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, ITEMLOGIC_COMPASSWATERTEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, &logic->noVariable, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, ITEMLOGIC_COMPASSSPIRITTEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, &logic->noVariable, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, ITEMLOGIC_COMPASSSHADOWTEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, &logic->noVariable, RHT_BOTTOM_OF_THE_WELL_COMPASS,RG_BOTTOM_OF_THE_WELL_COMPASS,OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, ITEMLOGIC_COMPASSBOTTOMOFTHEWELL, RHT_BOTTOM_OF_THE_WELL_COMPASS,RG_BOTTOM_OF_THE_WELL_COMPASS,OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, &logic->noVariable, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, ITEMLOGIC_COMPASSICECAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_ICE_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); // Boss Keys - itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, &logic->BossKeyForestTemple, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, ITEMLOGIC_BOSSKEYFORESTTEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, &logic->BossKeyFireTemple, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, ITEMLOGIC_BOSSKEYFIRETEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, &logic->BossKeyWaterTemple, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, ITEMLOGIC_BOSSKEYWATERTEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, &logic->BossKeySpiritTemple, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, ITEMLOGIC_BOSSKEYSPIRITTEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, &logic->BossKeyShadowTemple, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, ITEMLOGIC_BOSSKEYSHADOWTEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, &logic->BossKeyGanonsCastle, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, ITEMLOGIC_BOSSKEYGANONSCASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, &logic->ForestTempleKeys, RHT_FOREST_TEMPLE_SMALL_KEY,RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, ITEMLOGIC_FORESTTEMPLEKEYS, RHT_FOREST_TEMPLE_SMALL_KEY,RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, &logic->FireTempleKeys, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, ITEMLOGIC_FIRETEMPLEKEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, &logic->WaterTempleKeys, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, ITEMLOGIC_WATERTEMPLEKEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, &logic->SpiritTempleKeys, RHT_SPIRIT_TEMPLE_SMALL_KEY,RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, ITEMLOGIC_SPIRITTEMPLEKEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY,RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, &logic->ShadowTempleKeys, RHT_SHADOW_TEMPLE_SMALL_KEY,RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, ITEMLOGIC_SHADOWTEMPLEKEYS, RHT_SHADOW_TEMPLE_SMALL_KEY,RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, &logic->BottomOfTheWellKeys, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY,RG_BOTTOM_OF_THE_WELL_SMALL_KEY,OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, ITEMLOGIC_BOTTOMOFTHEWELLKEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY,RG_BOTTOM_OF_THE_WELL_SMALL_KEY,OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, &logic->GerudoTrainingGroundsKeys, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY,RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY,OBJECT_GI_KEY,GID_KEY_SMALL,TEXT_RANDOMIZER_CUSTOM_ITEM,0x80, CHEST_ANIM_SHORT,ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, ITEMLOGIC_GERUDOTRAININGGROUNDSKEYS, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY,RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY,OBJECT_GI_KEY,GID_KEY_SMALL,TEXT_RANDOMIZER_CUSTOM_ITEM,0x80, CHEST_ANIM_SHORT,ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, &logic->GerudoFortressKeys, RHT_GERUDO_FORTRESS_SMALL_KEY,RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, ITEMLOGIC_GERUDOFORTRESSKEYS, RHT_GERUDO_FORTRESS_SMALL_KEY,RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, &logic->GanonsCastleKeys, RHT_GANONS_CASTLE_SMALL_KEY,RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, ITEMLOGIC_GANONSCASTLEKEYS, RHT_GANONS_CASTLE_SMALL_KEY,RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, &logic->TreasureGameKeys, RHT_TREASURE_GAME_SMALL_KEY,ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); + itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, ITEMLOGIC_TREASUREGAMEKEYS, RHT_TREASURE_GAME_SMALL_KEY,ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); // Key Rings - itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, &logic->ForestTempleKeys, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, ITEMLOGIC_FORESTTEMPLEKEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, &logic->FireTempleKeys, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, ITEMLOGIC_FIRETEMPLEKEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, &logic->WaterTempleKeys, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, ITEMLOGIC_WATERTEMPLEKEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, &logic->SpiritTempleKeys, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, ITEMLOGIC_SPIRITTEMPLEKEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, &logic->ShadowTempleKeys, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, ITEMLOGIC_SHADOWTEMPLEKEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, &logic->BottomOfTheWellKeys, RHT_BOTTOM_OF_THE_WELL_KEY_RING,RG_BOTTOM_OF_THE_WELL_KEY_RING,OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, ITEMLOGIC_BOTTOMOFTHEWELLKEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING,RG_BOTTOM_OF_THE_WELL_KEY_RING,OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, &logic->GerudoTrainingGroundsKeys, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING,RG_GERUDO_TRAINING_GROUNDS_KEY_RING,OBJECT_GI_KEY,GID_KEY_SMALL,TEXT_RANDOMIZER_CUSTOM_ITEM,0x80, CHEST_ANIM_SHORT,ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, ITEMLOGIC_GERUDOTRAININGGROUNDSKEYS, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING,RG_GERUDO_TRAINING_GROUNDS_KEY_RING,OBJECT_GI_KEY,GID_KEY_SMALL,TEXT_RANDOMIZER_CUSTOM_ITEM,0x80, CHEST_ANIM_SHORT,ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, &logic->GerudoFortressKeys, RHT_GERUDO_FORTRESS_KEY_RING,RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, ITEMLOGIC_GERUDOFORTRESSKEYS, RHT_GERUDO_FORTRESS_KEY_RING,RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, &logic->GanonsCastleKeys, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, ITEMLOGIC_GANONSCASTLEKEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); // Dungeon Rewards - itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, &logic->KokiriEmerald, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_RUBY] = Item(RG_GORON_RUBY, Text{ "Goron's Ruby", "Rubis Goron", "Goronen-Rubin" }, ITEMTYPE_DUNGEONREWARD, 0xCC, true, &logic->GoronRuby, RHT_GORON_RUBY, ITEM_GORON_RUBY, OBJECT_GI_JEWEL, GID_GORON_RUBY, 0x81, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ZORA_SAPPHIRE] = Item(RG_ZORA_SAPPHIRE, Text{ "Zora's Sapphire", "Saphir Zora", "Zora-Saphir" }, ITEMTYPE_DUNGEONREWARD, 0xCD, true, &logic->ZoraSapphire, RHT_ZORA_SAPPHIRE, ITEM_ZORA_SAPPHIRE, OBJECT_GI_JEWEL, GID_ZORA_SAPPHIRE, 0x82, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FOREST_MEDALLION] = Item(RG_FOREST_MEDALLION, Text{ "Forest Medallion", "Médaillon de la Forêt", "Wald Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCE, true, &logic->ForestMedallion, RHT_FOREST_MEDALLION, ITEM_MEDALLION_FOREST, OBJECT_GI_MEDAL, GID_MEDALLION_FOREST,0x3E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FIRE_MEDALLION] = Item(RG_FIRE_MEDALLION, Text{ "Fire Medallion", "Médaillon du Feu", "Feuer Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCF, true, &logic->FireMedallion, RHT_FIRE_MEDALLION, ITEM_MEDALLION_FIRE, OBJECT_GI_MEDAL, GID_MEDALLION_FIRE, 0x3C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_WATER_MEDALLION] = Item(RG_WATER_MEDALLION, Text{ "Water Medallion", "Médaillon de l'Eau", "Wasser Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD0, true, &logic->WaterMedallion, RHT_WATER_MEDALLION, ITEM_MEDALLION_WATER, OBJECT_GI_MEDAL, GID_MEDALLION_WATER,0x3D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SPIRIT_MEDALLION] = Item(RG_SPIRIT_MEDALLION, Text{ "Spirit Medallion", "Médaillon de l'Esprit", "Geist Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD1, true, &logic->SpiritMedallion, RHT_SPIRIT_MEDALLION, ITEM_MEDALLION_SPIRIT, OBJECT_GI_MEDAL, GID_MEDALLION_SPIRIT,0x3F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SHADOW_MEDALLION] = Item(RG_SHADOW_MEDALLION, Text{ "Shadow Medallion", "Médaillon de l'Ombre", "Schatten Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD2, true, &logic->ShadowMedallion, RHT_SHADOW_MEDALLION, ITEM_MEDALLION_SHADOW, OBJECT_GI_MEDAL, GID_MEDALLION_SHADOW,0x41, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LIGHT_MEDALLION] = Item(RG_LIGHT_MEDALLION, Text{ "Light Medallion", "Médaillon de la Lumière", "Licht Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD3, true, &logic->LightMedallion, RHT_LIGHT_MEDALLION, ITEM_MEDALLION_LIGHT, OBJECT_GI_MEDAL, GID_MEDALLION_LIGHT,0x40, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, ITEMLOGIC_KOKIRIEMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_RUBY] = Item(RG_GORON_RUBY, Text{ "Goron's Ruby", "Rubis Goron", "Goronen-Rubin" }, ITEMTYPE_DUNGEONREWARD, 0xCC, true, ITEMLOGIC_GORONRUBY, RHT_GORON_RUBY, ITEM_GORON_RUBY, OBJECT_GI_JEWEL, GID_GORON_RUBY, 0x81, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZORA_SAPPHIRE] = Item(RG_ZORA_SAPPHIRE, Text{ "Zora's Sapphire", "Saphir Zora", "Zora-Saphir" }, ITEMTYPE_DUNGEONREWARD, 0xCD, true, ITEMLOGIC_ZORASAPPHIRE, RHT_ZORA_SAPPHIRE, ITEM_ZORA_SAPPHIRE, OBJECT_GI_JEWEL, GID_ZORA_SAPPHIRE, 0x82, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FOREST_MEDALLION] = Item(RG_FOREST_MEDALLION, Text{ "Forest Medallion", "Médaillon de la Forêt", "Wald Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCE, true, ITEMLOGIC_FORESTMEDALLION, RHT_FOREST_MEDALLION, ITEM_MEDALLION_FOREST, OBJECT_GI_MEDAL, GID_MEDALLION_FOREST,0x3E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FIRE_MEDALLION] = Item(RG_FIRE_MEDALLION, Text{ "Fire Medallion", "Médaillon du Feu", "Feuer Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCF, true, ITEMLOGIC_FIREMEDALLION, RHT_FIRE_MEDALLION, ITEM_MEDALLION_FIRE, OBJECT_GI_MEDAL, GID_MEDALLION_FIRE, 0x3C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_WATER_MEDALLION] = Item(RG_WATER_MEDALLION, Text{ "Water Medallion", "Médaillon de l'Eau", "Wasser Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD0, true, ITEMLOGIC_WATERMEDALLION, RHT_WATER_MEDALLION, ITEM_MEDALLION_WATER, OBJECT_GI_MEDAL, GID_MEDALLION_WATER,0x3D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SPIRIT_MEDALLION] = Item(RG_SPIRIT_MEDALLION, Text{ "Spirit Medallion", "Médaillon de l'Esprit", "Geist Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD1, true, ITEMLOGIC_SPIRITMEDALLION, RHT_SPIRIT_MEDALLION, ITEM_MEDALLION_SPIRIT, OBJECT_GI_MEDAL, GID_MEDALLION_SPIRIT,0x3F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SHADOW_MEDALLION] = Item(RG_SHADOW_MEDALLION, Text{ "Shadow Medallion", "Médaillon de l'Ombre", "Schatten Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD2, true, ITEMLOGIC_SHADOWMEDALLION, RHT_SHADOW_MEDALLION, ITEM_MEDALLION_SHADOW, OBJECT_GI_MEDAL, GID_MEDALLION_SHADOW,0x41, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LIGHT_MEDALLION] = Item(RG_LIGHT_MEDALLION, Text{ "Light Medallion", "Médaillon de la Lumière", "Licht Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD3, true, ITEMLOGIC_LIGHTMEDALLION, RHT_LIGHT_MEDALLION, ITEM_MEDALLION_LIGHT, OBJECT_GI_MEDAL, GID_MEDALLION_LIGHT,0x40, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Generic Items - itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, &logic->noVariable, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüne Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, &logic->noVariable, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, &logic->Greg, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blaue Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, &logic->noVariable, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Rote Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, &logic->noVariable, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Lila Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, &logic->noVariable, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesige Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, &logic->noVariable, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, &logic->PieceOfHeart, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herz-Container" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2,true, &logic->HeartContainer, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, &logic->noVariable, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, &logic->noVariable, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Pez" }, ITEMTYPE_ITEM, GI_FISH, false, &logic->noVariable, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, ITEMLOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüne Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, ITEMLOGIC_NONE, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, ITEMLOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blaue Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, ITEMLOGIC_NONE, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Rote Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, ITEMLOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Lila Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, ITEMLOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesige Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, ITEMLOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, ITEMLOGIC_PIECEOFHEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herz-Container" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2,true, ITEMLOGIC_HEARTCONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, ITEMLOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Pez" }, ITEMTYPE_ITEM, GI_FISH, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); // Refills - itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, &logic->noVariable, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBS_10] = Item(RG_BOMBS_10, Text{ "Bombs (10)", "Bombes (10)", "Bomben (10)" }, ITEMTYPE_REFILL, GI_BOMBS_10, false, &logic->noVariable, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBS_20] = Item(RG_BOMBS_20, Text{ "Bombs (20)", "Bombes (20)", "Bomben (20)" }, ITEMTYPE_REFILL, GI_BOMBS_20, false, &logic->noVariable, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_5] = Item(RG_BOMBCHU_5, Text{ "Bombchus (5)", "Missiles (5)", "Bombchus (5)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_5, true, &logic->Bombchus5, RHT_BOMBCHU_5, ITEM_BOMBCHUS_5, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_10] = Item(RG_BOMBCHU_10, Text{ "Bombchus (10)", "Missiles (10)", "Bombchus (10)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_10, true, &logic->Bombchus10, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_20] = Item(RG_BOMBCHU_20, Text{ "Bombchus (20)", "Missiles (20)", "Bombchus (20)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_20, true, &logic->Bombchus20, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_DROP] = Item(RG_BOMBCHU_DROP, Text{ "Bombchu Drop", "Drop Missiles", "Bombchus" }, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, &logic->BombchuDrop, RHT_NONE, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_5] = Item(RG_ARROWS_5, Text{ "Arrows (5)", "Flèches (5)", "Pfeile (5)" }, ITEMTYPE_REFILL, GI_ARROWS_SMALL, false, &logic->noVariable, RHT_ARROWS_5, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_10] = Item(RG_ARROWS_10, Text{ "Arrows (10)", "Flèches (10)", "Pfeile (10)" }, ITEMTYPE_REFILL, GI_ARROWS_MEDIUM, false, &logic->noVariable, RHT_ARROWS_10, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, &logic->noVariable, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, &logic->noVariable, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, &logic->noVariable, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, &logic->noVariable, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stick (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, &logic->noVariable, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_RED, false, &logic->noVariable, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, &logic->noVariable, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, &logic->noVariable, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, ITEMLOGIC_NONE, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_10] = Item(RG_BOMBS_10, Text{ "Bombs (10)", "Bombes (10)", "Bomben (10)" }, ITEMTYPE_REFILL, GI_BOMBS_10, false, ITEMLOGIC_NONE, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_20] = Item(RG_BOMBS_20, Text{ "Bombs (20)", "Bombes (20)", "Bomben (20)" }, ITEMTYPE_REFILL, GI_BOMBS_20, false, ITEMLOGIC_NONE, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_5] = Item(RG_BOMBCHU_5, Text{ "Bombchus (5)", "Missiles (5)", "Bombchus (5)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_5, true, ITEMLOGIC_BOMBCHUS5, RHT_BOMBCHU_5, ITEM_BOMBCHUS_5, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_10] = Item(RG_BOMBCHU_10, Text{ "Bombchus (10)", "Missiles (10)", "Bombchus (10)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_10, true, ITEMLOGIC_BOMBCHUS10, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_20] = Item(RG_BOMBCHU_20, Text{ "Bombchus (20)", "Missiles (20)", "Bombchus (20)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_20, true, ITEMLOGIC_BOMBCHUS20, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_DROP] = Item(RG_BOMBCHU_DROP, Text{ "Bombchu Drop", "Drop Missiles", "Bombchus" }, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, ITEMLOGIC_BOMBCHUDROP, RHT_NONE, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_5] = Item(RG_ARROWS_5, Text{ "Arrows (5)", "Flèches (5)", "Pfeile (5)" }, ITEMTYPE_REFILL, GI_ARROWS_SMALL, false, ITEMLOGIC_NONE, RHT_ARROWS_5, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_10] = Item(RG_ARROWS_10, Text{ "Arrows (10)", "Flèches (10)", "Pfeile (10)" }, ITEMTYPE_REFILL, GI_ARROWS_MEDIUM, false, ITEMLOGIC_NONE, RHT_ARROWS_10, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, ITEMLOGIC_NONE, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, ITEMLOGIC_NONE, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, ITEMLOGIC_NONE, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, ITEMLOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stick (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, ITEMLOGIC_NONE, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); // Treasure Game - itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhen-Minispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, &logic->PieceOfHeart, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE,false, &logic->noVariable, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhen-Minispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, ITEMLOGIC_PIECEOFHEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE,false, ITEMLOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); // Shop - itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuss kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, &logic->Nuts, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15); - itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, &logic->BuyArrow, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60); - itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, &logic->BuyArrow, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90); - itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, &logic->BuyBomb, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25); - itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuss kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, &logic->Nuts, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stick kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, &logic->Sticks, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); - itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, &logic->BuyBomb, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, &logic->FishAccess, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200); - itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, &logic->noVariable, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, &logic->BuyMagicPotion, RHT_BOTTLE_WITH_GREEN_POTION,ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, &logic->BuyMagicPotion, RHT_BOTTLE_WITH_BLUE_POTION,ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100); - itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylianischer Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, &logic->HylianShield, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80); - itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, &logic->DekuShield, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40); - itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, &logic->GoronTunic, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200); - itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, &logic->ZoraTunic, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300); - itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, &logic->noVariable, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); - itemTable[RG_BUY_BOMBCHU_10] = Item(RG_BUY_BOMBCHU_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Bomchu kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, &logic->BuyBombchus, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99); - itemTable[RG_BUY_BOMBCHU_20] = Item(RG_BUY_BOMBCHU_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Bomchu kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, &logic->BuyBombchus, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180); - itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, &logic->BuySeed, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, &logic->noVariable, RHT_NONE, false, 0); - itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, &logic->BlueFireAccess, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300); - itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, &logic->BugsAccess, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, &logic->noVariable, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, &logic->FairyAccess, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, &logic->BuyArrow, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20); - itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, &logic->BuyBomb, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80); - itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, &logic->BuyBomb, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120); - itemTable[RG_BUY_BOMBS_535] = Item(RG_BUY_BOMBS_535, Text{ "Buy Bombs (5) [35]", "Acheter: Bombes (5) [35]", "Bomben kaufen (5) [35]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, &logic->BuyBomb, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 35); - itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, &logic->noVariable, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40); - itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, &logic->noVariable, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuss kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, ITEMLOGIC_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15); + itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, ITEMLOGIC_BUYARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60); + itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, ITEMLOGIC_BUYARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90); + itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25); + itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuss kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, ITEMLOGIC_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stick kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, ITEMLOGIC_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); + itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, ITEMLOGIC_FISHACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200); + itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, ITEMLOGIC_BUYMAGICPOTION, RHT_BOTTLE_WITH_GREEN_POTION,ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, ITEMLOGIC_BUYMAGICPOTION, RHT_BOTTLE_WITH_BLUE_POTION,ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100); + itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylianischer Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, ITEMLOGIC_HYLIANSHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80); + itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, ITEMLOGIC_DEKUSHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40); + itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, ITEMLOGIC_GORONTUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200); + itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, ITEMLOGIC_ZORATUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300); + itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, ITEMLOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); + itemTable[RG_BUY_BOMBCHU_10] = Item(RG_BUY_BOMBCHU_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Bomchu kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, ITEMLOGIC_BUYBOMBCHUS, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99); + itemTable[RG_BUY_BOMBCHU_20] = Item(RG_BUY_BOMBCHU_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Bomchu kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, ITEMLOGIC_BUYBOMBCHUS, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180); + itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, ITEMLOGIC_BUYSEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, ITEMLOGIC_NONE, RHT_NONE, false, 0); + itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, ITEMLOGIC_BLUEFIREACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300); + itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, ITEMLOGIC_BUGSACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, ITEMLOGIC_FAIRYACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, ITEMLOGIC_BUYARROW, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20); + itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80); + itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120); + itemTable[RG_BUY_BOMBS_535] = Item(RG_BUY_BOMBS_535, Text{ "Buy Bombs (5) [35]", "Acheter: Bombes (5) [35]", "Bomben kaufen (5) [35]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 35); + itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40); + itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); // Misc. - itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, &logic->CanSummonGohma, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, ITEMLOGIC_CANSUMMONGOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GOHMA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, &logic->CanSummonKingDodongo,RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, ITEMLOGIC_CANSUMMONKINGDODONGO,RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_KING_DODONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, &logic->CanSummonBarinade, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, ITEMLOGIC_CANSUMMONBARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BARINADE_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, &logic->CanSummonPhantomGanon,RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, ITEMLOGIC_CANSUMMONPHANTOMGANON,RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_PHANTOM_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, &logic->CanSummonVolvagia, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, ITEMLOGIC_CANSUMMONVOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_VOLVAGIA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, &logic->CanSummonMorpha, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, ITEMLOGIC_CANSUMMONMORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MORPHA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, &logic->CanSummonBongoBongo, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, ITEMLOGIC_CANSUMMONBONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BONGO_BONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, &logic->CanSummonTwinrova, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, ITEMLOGIC_CANSUMMONTWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_TWINROVA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, &logic->CanSummonGanon, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, ITEMLOGIC_CANSUMMONGANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, &logic->FishingPole, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, ITEMLOGIC_FISHINGPOLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI); - itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaAButton, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINAABUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_A_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCUpButton, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACUPBUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_UP_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCDownButton, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACDOWNBUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_DOWN_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCLeftButton, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACLEFTBUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_LEFT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, &logic->OcarinaCRightButton, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACRIGHTBUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, &logic->ProgressiveWallet, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale); - itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, &logic->noVariable, RHT_NONE); - itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, &logic->noVariable, RHT_NONE); + itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, ITEMLOGIC_NONE, RHT_NONE); + itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, ITEMLOGIC_NONE, RHT_NONE); // Individual stages of progressive items (only here for GetItemEntry purposes, not for use in seed gen) - itemTable[RG_HOOKSHOT] = Item(RG_HOOKSHOT, Text{ "Hookshot", "Grappin", "Fanghaken" }, ITEMTYPE_ITEM, GI_HOOKSHOT, true, &logic->ProgressiveHookshot, RHT_HOOKSHOT, ITEM_HOOKSHOT, OBJECT_GI_HOOKSHOT, GID_HOOKSHOT, 0x36, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LONGSHOT] = Item(RG_LONGSHOT, Text{ "Longshot", "Super-Grappin", "Enterhaken" }, ITEMTYPE_ITEM, GI_LONGSHOT, true, &logic->ProgressiveHookshot, RHT_LONGSHOT, ITEM_LONGSHOT, OBJECT_GI_HOOKSHOT, GID_LONGSHOT, 0x4F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FAIRY_OCARINA] = Item(RG_FAIRY_OCARINA, Text{ "Fairy Ocarina", "Ocarina des fées", "Feen-Okarina" }, ITEMTYPE_ITEM, GI_OCARINA_FAIRY, true, &logic->ProgressiveOcarina, RHT_FAIRY_OCARINA, ITEM_OCARINA_FAIRY, OBJECT_GI_OCARINA_0, GID_OCARINA_FAIRY, 0x4A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, &logic->ProgressiveOcarina, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, &logic->ProgressiveBombBag, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, &logic->ProgressiveBombBag, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, &logic->ProgressiveBombBag, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, &logic->ProgressiveBow, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, &logic->ProgressiveBow, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, &logic->ProgressiveBow, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, &logic->ProgressiveBulletBag,RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Großer Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, &logic->ProgressiveBulletBag,RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, &logic->ProgressiveBulletBag,RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, ITEMTYPE_ITEM, GI_BRACELET, true, &logic->ProgressiveStrength, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberne Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER,true, &logic->ProgressiveStrength, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER,0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldene Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, &logic->ProgressiveStrength, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Skala" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, &logic->ProgressiveScale, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Skala" }, ITEMTYPE_ITEM, GI_SCALE_GOLD, true, &logic->ProgressiveScale, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsene Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, &logic->ProgressiveWallet, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, &logic->ProgressiveWallet, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Reiche Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, &logic->ProgressiveWallet, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Bourse de Magnat", "Reiche Geldbörse" },/*FIXME: still says tycoon in french & german*/ ITEMTYPE_ITEM, RG_CHILD_WALLET, true, &logic->ProgressiveWallet, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku Nuss Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, false, &logic->noVariable, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku Nuss Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, false, &logic->noVariable, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku Stick Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20,false, &logic->noVariable, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku Stick Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30,false, &logic->noVariable, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, &logic->ProgressiveMagic, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbesserte Magieanzeige" }, ITEMTYPE_ITEM, 0x8A, true, &logic->ProgressiveMagic, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce Piece" }, ITEMTYPE_ITEM, 0xDF, true, &logic->TriforcePieces, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_HOOKSHOT] = Item(RG_HOOKSHOT, Text{ "Hookshot", "Grappin", "Fanghaken" }, ITEMTYPE_ITEM, GI_HOOKSHOT, true, ITEMLOGIC_PROGRESSIVEHOOKSHOT, RHT_HOOKSHOT, ITEM_HOOKSHOT, OBJECT_GI_HOOKSHOT, GID_HOOKSHOT, 0x36, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LONGSHOT] = Item(RG_LONGSHOT, Text{ "Longshot", "Super-Grappin", "Enterhaken" }, ITEMTYPE_ITEM, GI_LONGSHOT, true, ITEMLOGIC_PROGRESSIVEHOOKSHOT, RHT_LONGSHOT, ITEM_LONGSHOT, OBJECT_GI_HOOKSHOT, GID_LONGSHOT, 0x4F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FAIRY_OCARINA] = Item(RG_FAIRY_OCARINA, Text{ "Fairy Ocarina", "Ocarina des fées", "Feen-Okarina" }, ITEMTYPE_ITEM, GI_OCARINA_FAIRY, true, ITEMLOGIC_PROGRESSIVEOCARINA, RHT_FAIRY_OCARINA, ITEM_OCARINA_FAIRY, OBJECT_GI_OCARINA_0, GID_OCARINA_FAIRY, 0x4A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, ITEMLOGIC_PROGRESSIVEOCARINA, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Großer Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, ITEMTYPE_ITEM, GI_BRACELET, true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberne Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER,true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER,0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldene Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Skala" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, ITEMLOGIC_PROGRESSIVESCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Skala" }, ITEMTYPE_ITEM, GI_SCALE_GOLD, true, ITEMLOGIC_PROGRESSIVESCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsene Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Reiche Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Bourse de Magnat", "Reiche Geldbörse" },/*FIXME: still says tycoon in french & german*/ ITEMTYPE_ITEM, RG_CHILD_WALLET, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku Nuss Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, false, ITEMLOGIC_NONE, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku Nuss Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, false, ITEMLOGIC_NONE, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku Stick Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20,false, ITEMLOGIC_NONE, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku Stick Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30,false, ITEMLOGIC_NONE, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, ITEMLOGIC_PROGRESSIVEMAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbesserte Magieanzeige" }, ITEMTYPE_ITEM, 0x8A, true, ITEMLOGIC_PROGRESSIVEMAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce Piece" }, ITEMTYPE_ITEM, 0xDF, true, ITEMLOGIC_TRIFORCEPIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); // Init itemNameToEnum for (auto& item : itemTable) { diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 21a26885802..6dbea22dea2 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -24,159 +24,208 @@ namespace Rando { item == RG_LIGHT_ARROWS; } - bool Logic::HasItem2(RandomizerGet itemName) { - return (itemName == RG_DINS_FIRE && DinsFire) || - (itemName == RG_FARORES_WIND && FaroresWind) || - (itemName == RG_NAYRUS_LOVE && NayrusLove) || - (itemName == RG_LENS_OF_TRUTH && LensOfTruth) || - (itemName == RG_FAIRY_BOW && Bow) || - (itemName == RG_MEGATON_HAMMER && Hammer) || - (itemName == RG_IRON_BOOTS && IronBoots) || - (itemName == RG_HOVER_BOOTS && HoverBoots) || - (itemName == RG_HOOKSHOT && Hookshot) || - (itemName == RG_LONGSHOT && Longshot) || - (itemName == RG_SILVER_GAUNTLETS && SilverGauntlets) || - (itemName == RG_GOLDEN_GAUNTLETS && GoldenGauntlets) || - (itemName == RG_GORON_TUNIC && GoronTunic) || - (itemName == RG_ZORA_TUNIC && ZoraTunic) || - (itemName == RG_SCARECROW && Scarecrow) || - (itemName == RG_DISTANT_SCARECROW && DistantScarecrow) || - (itemName == RG_HYLIAN_SHIELD && HylianShield) || - (itemName == RG_MIRROR_SHIELD && MirrorShield) || - (itemName == RG_MASTER_SWORD && MasterSword) || - (itemName == RG_BIGGORON_SWORD && BiggoronSword) || - (itemName == RG_FAIRY_SLINGSHOT && Slingshot) || - (itemName == RG_BOOMERANG && Boomerang) || - (itemName == RG_KOKIRI_SWORD && KokiriSword) || - (itemName == RG_STICKS && Sticks) || - (itemName == RG_DEKU_SHIELD && DekuShield) || - (itemName == RG_FIRE_ARROWS && FireArrows) || - (itemName == RG_ICE_ARROWS && IceArrows) || - (itemName == RG_LIGHT_ARROWS && LightArrows) || - (itemName == RG_OCARINA_A_BUTTON && OcarinaAButton) || - (itemName == RG_OCARINA_C_LEFT_BUTTON && OcarinaCLeftButton) || - (itemName == RG_OCARINA_C_RIGHT_BUTTON && OcarinaCRightButton) || - (itemName == RG_OCARINA_C_DOWN_BUTTON && OcarinaCDownButton) || - (itemName == RG_OCARINA_C_UP_BUTTON && OcarinaCUpButton) || - (itemName == RG_FISHING_POLE && FishingPole) || - (itemName == RG_ZELDAS_LULLABY && ZeldasLullaby) || - (itemName == RG_EPONAS_SONG && EponasSong) || - (itemName == RG_SARIAS_SONG && SariasSong) || - (itemName == RG_SUNS_SONG && SunsSong) || - (itemName == RG_SONG_OF_TIME && SongOfTime) || - (itemName == RG_SONG_OF_STORMS && SongOfStorms) || - (itemName == RG_MINUET_OF_FOREST && MinuetOfForest) || - (itemName == RG_BOLERO_OF_FIRE && BoleroOfFire) || - (itemName == RG_SERENADE_OF_WATER && SerenadeOfWater) || - (itemName == RG_REQUIEM_OF_SPIRIT && RequiemOfSpirit) || - (itemName == RG_NOCTURNE_OF_SHADOW && NocturneOfShadow) || - (itemName == RG_PRELUDE_OF_LIGHT && PreludeOfLight); - } - bool Logic::HasItem(RandomizerGet itemName) { - bool has3 = HasItem3(itemName); - //if (itemName >= RG_BOOMERANG && itemName <= RG_CLAIM_CHECK) - // SPDLOG_INFO("HasItem for {} evaluated as {}", StaticData::RetrieveItem(itemName).GetName().GetEnglish().c_str(), has3 ? "true" : "false"); - return has3; - } - - bool Logic::HasItem3(RandomizerGet itemName) { - return (itemName == RG_DINS_FIRE && ctx->CheckInventory(ITEM_DINS_FIRE, true)) || - (itemName == RG_FARORES_WIND && ctx->CheckInventory(ITEM_FARORES_WIND, true)) || - (itemName == RG_NAYRUS_LOVE && ctx->CheckInventory(ITEM_NAYRUS_LOVE, true)) || - (itemName == RG_LENS_OF_TRUTH && ctx->CheckInventory(ITEM_LENS, true)) || - (itemName == RG_FAIRY_BOW && ctx->CheckInventory(ITEM_BOW, true)) || - (itemName == RG_MEGATON_HAMMER && ctx->CheckInventory(ITEM_HAMMER, true)) || - (itemName == RG_IRON_BOOTS && ctx->CheckEquipment(EQUIP_FLAG_BOOTS_IRON)) || - (itemName == RG_HOVER_BOOTS && ctx->CheckEquipment(EQUIP_FLAG_BOOTS_HOVER)) || - (itemName == RG_HOOKSHOT && ctx->CheckInventory(ITEM_HOOKSHOT, false)) || - (itemName == RG_LONGSHOT && ctx->CheckInventory(ITEM_LONGSHOT, true)) || - (itemName == RG_GORONS_BRACELET && ctx->CurrentUpgrade(UPG_STRENGTH) >= 1) || - (itemName == RG_SILVER_GAUNTLETS && ctx->CurrentUpgrade(UPG_STRENGTH) >= 2) || - (itemName == RG_GOLDEN_GAUNTLETS && ctx->CurrentUpgrade(UPG_STRENGTH) == 3) || - (itemName == RG_GORON_TUNIC && ctx->CheckEquipment(EQUIP_FLAG_TUNIC_GORON)) || - (itemName == RG_ZORA_TUNIC && ctx->CheckEquipment(EQUIP_FLAG_TUNIC_ZORA)) || - (itemName == RG_SCARECROW && Scarecrow) || - (itemName == RG_DISTANT_SCARECROW && DistantScarecrow) || - (itemName == RG_HYLIAN_SHIELD && ctx->CheckEquipment(EQUIP_FLAG_SHIELD_HYLIAN)) || - (itemName == RG_MIRROR_SHIELD && ctx->CheckEquipment(EQUIP_FLAG_SHIELD_MIRROR)) || - (itemName == RG_MASTER_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_MASTER)) || - (itemName == RG_BIGGORON_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_BGS) && ctx->GetSaveContext()->bgsFlag) || - (itemName == RG_FAIRY_SLINGSHOT && ctx->CheckInventory(ITEM_SLINGSHOT, true)) || - (itemName == RG_BOOMERANG && ctx->CheckInventory(ITEM_BOOMERANG, true)) || - (itemName == RG_BOMB_BAG && ctx->CurrentUpgrade(UPG_BOMB_BAG) >= 1) || - (itemName == RG_MAGIC_SINGLE && ctx->GetSaveContext()->magicLevel >= 1) || - (itemName == RG_KOKIRI_SWORD && ctx->CheckEquipment(EQUIP_FLAG_SWORD_KOKIRI)) || - (itemName == RG_STICKS && ctx->CheckInventory(ITEM_STICK, true)) || - (itemName == RG_DEKU_SHIELD && ctx->CheckEquipment(EQUIP_FLAG_SHIELD_DEKU)) || - (itemName == RG_FIRE_ARROWS && ctx->CheckInventory(ITEM_ARROW_FIRE, true)) || - (itemName == RG_ICE_ARROWS && ctx->CheckInventory(ITEM_ARROW_ICE, true)) || - (itemName == RG_LIGHT_ARROWS && ctx->CheckInventory(ITEM_ARROW_LIGHT, true)) || - (itemName == RG_PROGRESSIVE_BOMBCHUS && ctx->CheckInventory(ITEM_BOMBCHU, true)) || - (itemName == RG_FISHING_POLE && ctx->CheckRandoInf(RAND_INF_FISHING_POLE_FOUND)) || - (itemName == RG_ZELDAS_LULLABY && ctx->CheckQuestItem(QUEST_SONG_LULLABY)) || - (itemName == RG_EPONAS_SONG && ctx->CheckQuestItem(QUEST_SONG_EPONA)) || - (itemName == RG_SARIAS_SONG && ctx->CheckQuestItem(QUEST_SONG_SARIA)) || - (itemName == RG_SUNS_SONG && ctx->CheckQuestItem(QUEST_SONG_SUN)) || - (itemName == RG_SONG_OF_TIME && ctx->CheckQuestItem(QUEST_SONG_TIME)) || - (itemName == RG_SONG_OF_STORMS && ctx->CheckQuestItem(QUEST_SONG_STORMS)) || - (itemName == RG_MINUET_OF_FOREST && ctx->CheckQuestItem(QUEST_SONG_MINUET)) || - (itemName == RG_BOLERO_OF_FIRE && ctx->CheckQuestItem(QUEST_SONG_BOLERO)) || - (itemName == RG_SERENADE_OF_WATER && ctx->CheckQuestItem(QUEST_SONG_SERENADE)) || - (itemName == RG_REQUIEM_OF_SPIRIT && ctx->CheckQuestItem(QUEST_SONG_REQUIEM)) || - (itemName == RG_NOCTURNE_OF_SHADOW && ctx->CheckQuestItem(QUEST_SONG_NOCTURNE)) || - (itemName == RG_PRELUDE_OF_LIGHT && ctx->CheckQuestItem(QUEST_SONG_PRELUDE)) || - (itemName == RG_ZELDAS_LETTER && ctx->CheckRandoInf(RAND_INF_ZELDAS_LETTER)) || - (itemName == RG_RUTOS_LETTER && ctx->CheckEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER)) || - (itemName == RG_WEIRD_EGG && ctx->CheckRandoInf(RAND_INF_WEIRD_EGG)) || - (itemName == RG_STONE_OF_AGONY && ctx->CheckQuestItem(QUEST_STONE_OF_AGONY)) || - (itemName == RG_FAIRY_OCARINA && ctx->CheckInventory(ITEM_OCARINA_FAIRY, false)) || - (itemName == RG_OCARINA_OF_TIME && ctx->CheckInventory(ITEM_OCARINA_TIME, true)) || - (itemName == RG_GREG_RUPEE && ctx->CheckRandoInf(RAND_INF_GREG_FOUND)) || - (itemName == RG_GERUDO_MEMBERSHIP_CARD && ctx->CheckQuestItem(QUEST_GERUDO_CARD)) || - (itemName == RG_DOUBLE_DEFENSE && ctx->GetSaveContext()->isDoubleDefenseAcquired) || + switch (itemName) { + case RG_FAIRY_OCARINA: + return ctx->CheckInventory(ITEM_OCARINA_FAIRY, false); + case RG_OCARINA_OF_TIME: + return ctx->CheckInventory(ITEM_OCARINA_TIME, true); + case RG_DINS_FIRE: + return ctx->CheckInventory(ITEM_DINS_FIRE, true); + case RG_FARORES_WIND: + return ctx->CheckInventory(ITEM_FARORES_WIND, true); + case RG_NAYRUS_LOVE: + return ctx->CheckInventory(ITEM_NAYRUS_LOVE, true); + case RG_LENS_OF_TRUTH: + return ctx->CheckInventory(ITEM_LENS, true); + case RG_FAIRY_BOW: + return ctx->CheckInventory(ITEM_BOW, true); + case RG_MEGATON_HAMMER: + return ctx->CheckInventory(ITEM_HAMMER, true); + case RG_HOOKSHOT: + return ctx->CheckInventory(ITEM_HOOKSHOT, false); + case RG_LONGSHOT: + return ctx->CheckInventory(ITEM_LONGSHOT, true); + case RG_STICKS: + return ctx->CheckInventory(ITEM_STICK, true); + case RG_FIRE_ARROWS: + return ctx->CheckInventory(ITEM_ARROW_FIRE, true); + case RG_ICE_ARROWS: + return ctx->CheckInventory(ITEM_ARROW_ICE, true); + case RG_LIGHT_ARROWS: + return ctx->CheckInventory(ITEM_ARROW_LIGHT, true); + case RG_PROGRESSIVE_BOMBCHUS: + return ctx->CheckInventory(ITEM_BOMBCHU, true); + case RG_FAIRY_SLINGSHOT: + return ctx->CheckInventory(ITEM_SLINGSHOT, true); + case RG_BOOMERANG: + return ctx->CheckInventory(ITEM_BOOMERANG, true); + case RG_NUTS: + return ctx->CheckInventory(ITEM_NUT, true); + case RG_SCARECROW: + return Scarecrow; + case RG_DISTANT_SCARECROW: + return DistantScarecrow; + case RG_KOKIRI_SWORD: + return ctx->CheckEquipment(EQUIP_FLAG_SWORD_KOKIRI); + case RG_DEKU_SHIELD: + return ctx->CheckEquipment(EQUIP_FLAG_SHIELD_DEKU); + case RG_GORON_TUNIC: + return ctx->CheckEquipment(EQUIP_FLAG_TUNIC_GORON); + case RG_ZORA_TUNIC: + return ctx->CheckEquipment(EQUIP_FLAG_TUNIC_ZORA); + case RG_HYLIAN_SHIELD: + return ctx->CheckEquipment(EQUIP_FLAG_SHIELD_HYLIAN); + case RG_MIRROR_SHIELD: + return ctx->CheckEquipment(EQUIP_FLAG_SHIELD_MIRROR); + case RG_MASTER_SWORD: + return ctx->CheckEquipment(EQUIP_FLAG_SWORD_MASTER); + case RG_BIGGORON_SWORD: + return ctx->CheckEquipment(EQUIP_FLAG_SWORD_BGS); + case RG_IRON_BOOTS: + return ctx->CheckEquipment(EQUIP_FLAG_BOOTS_IRON); + case RG_HOVER_BOOTS: + return ctx->CheckEquipment(EQUIP_FLAG_BOOTS_HOVER); + case RG_GORONS_BRACELET: + return ctx->CurrentUpgrade(UPG_STRENGTH); + case RG_SILVER_GAUNTLETS: + return ctx->CurrentUpgrade(UPG_STRENGTH); + case RG_GOLDEN_GAUNTLETS: + return ctx->CurrentUpgrade(UPG_STRENGTH); + case RG_BOMB_BAG: + return ctx->CurrentUpgrade(UPG_BOMB_BAG); + case RG_MAGIC_SINGLE: + return ctx->GetSaveContext()->magicLevel >= 1; + // Songs + case RG_ZELDAS_LULLABY: + case RG_EPONAS_SONG: + case RG_SARIAS_SONG: + case RG_SUNS_SONG: + case RG_SONG_OF_TIME: + case RG_SONG_OF_STORMS: + case RG_MINUET_OF_FOREST: + case RG_BOLERO_OF_FIRE: + case RG_SERENADE_OF_WATER: + case RG_REQUIEM_OF_SPIRIT: + case RG_NOCTURNE_OF_SHADOW: + case RG_PRELUDE_OF_LIGHT: // Dungeon Rewards - (itemName == RG_KOKIRI_EMERALD && ctx->CheckQuestItem(QUEST_KOKIRI_EMERALD)) || - (itemName == RG_GORON_RUBY && ctx->CheckQuestItem(QUEST_GORON_RUBY)) || - (itemName == RG_ZORA_SAPPHIRE && ctx->CheckQuestItem(QUEST_ZORA_SAPPHIRE)) || - (itemName == RG_FOREST_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_FOREST)) || - (itemName == RG_FIRE_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_FIRE)) || - (itemName == RG_WATER_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_WATER)) || - (itemName == RG_SPIRIT_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_SPIRIT)) || - (itemName == RG_SHADOW_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_SHADOW)) || - (itemName == RG_LIGHT_MEDALLION && ctx->CheckQuestItem(QUEST_MEDALLION_LIGHT)) || + case RG_KOKIRI_EMERALD: + case RG_GORON_RUBY: + case RG_ZORA_SAPPHIRE: + case RG_FOREST_MEDALLION: + case RG_FIRE_MEDALLION: + case RG_WATER_MEDALLION: + case RG_SPIRIT_MEDALLION: + case RG_SHADOW_MEDALLION: + case RG_LIGHT_MEDALLION: + // Misc Quest Items + case RG_STONE_OF_AGONY: + case RG_GERUDO_MEMBERSHIP_CARD: + return ctx->CheckQuestItem(Context::RandoGetToQuestItem.at(itemName)); + case RG_FISHING_POLE: + return ctx->CheckRandoInf(RAND_INF_FISHING_POLE_FOUND); + case RG_ZELDAS_LETTER: + return ctx->CheckRandoInf(RAND_INF_ZELDAS_LETTER); + case RG_WEIRD_EGG: + return ctx->CheckRandoInf(RAND_INF_WEIRD_EGG); + case RG_GREG_RUPEE: + return ctx->CheckRandoInf(RAND_INF_GREG_FOUND); + case RG_RUTOS_LETTER: + return ctx->CheckEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER); + case RG_DOUBLE_DEFENSE: + return ctx->GetSaveContext()->isDoubleDefenseAcquired; // Ocarina Buttons - (itemName == RG_OCARINA_A_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_A)) || - (itemName == RG_OCARINA_C_LEFT_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_LEFT)) || - (itemName == RG_OCARINA_C_RIGHT_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT)) || - (itemName == RG_OCARINA_C_DOWN_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_DOWN)) || - (itemName == RG_OCARINA_C_UP_BUTTON && ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_UP)) || + case RG_OCARINA_A_BUTTON: + return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_A); + case RG_OCARINA_C_LEFT_BUTTON: + return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_LEFT); + case RG_OCARINA_C_RIGHT_BUTTON: + return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT); + case RG_OCARINA_C_DOWN_BUTTON: + return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_DOWN); + case RG_OCARINA_C_UP_BUTTON: + return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_UP); // Boss Souls - (itemName == RG_GOHMA_SOUL && ctx->CheckRandoInf(RAND_INF_GOHMA_SOUL)) || - (itemName == RG_KING_DODONGO_SOUL && ctx->CheckRandoInf(RAND_INF_KING_DODONGO_SOUL)) || - (itemName == RG_BARINADE_SOUL && ctx->CheckRandoInf(RAND_INF_BARINADE_SOUL)) || - (itemName == RG_PHANTOM_GANON_SOUL && ctx->CheckRandoInf(RAND_INF_PHANTOM_GANON_SOUL)) || - (itemName == RG_VOLVAGIA_SOUL && ctx->CheckRandoInf(RAND_INF_VOLVAGIA_SOUL)) || - (itemName == RG_MORPHA_SOUL && ctx->CheckRandoInf(RAND_INF_MORPHA_SOUL)) || - (itemName == RG_BONGO_BONGO_SOUL && ctx->CheckRandoInf(RAND_INF_BONGO_BONGO_SOUL)) || - (itemName == RG_TWINROVA_SOUL && ctx->CheckRandoInf(RAND_INF_TWINROVA_SOUL)) || - (itemName == RG_GANON_SOUL && ctx->CheckRandoInf(RAND_INF_GANON_SOUL)) || + case RG_GOHMA_SOUL: + return ctx->CheckRandoInf(RAND_INF_GOHMA_SOUL); + case RG_KING_DODONGO_SOUL: + return ctx->CheckRandoInf(RAND_INF_KING_DODONGO_SOUL); + case RG_BARINADE_SOUL: + return ctx->CheckRandoInf(RAND_INF_BARINADE_SOUL); + case RG_PHANTOM_GANON_SOUL: + return ctx->CheckRandoInf(RAND_INF_PHANTOM_GANON_SOUL); + case RG_VOLVAGIA_SOUL: + return ctx->CheckRandoInf(RAND_INF_VOLVAGIA_SOUL); + case RG_MORPHA_SOUL: + return ctx->CheckRandoInf(RAND_INF_MORPHA_SOUL); + case RG_BONGO_BONGO_SOUL: + return ctx->CheckRandoInf(RAND_INF_BONGO_BONGO_SOUL); + case RG_TWINROVA_SOUL: + return ctx->CheckRandoInf(RAND_INF_TWINROVA_SOUL); + case RG_GANON_SOUL: + return ctx->CheckRandoInf(RAND_INF_GANON_SOUL); // Boss Keys - (itemName == RG_FOREST_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FOREST_TEMPLE)) || - (itemName == RG_FIRE_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_FIRE_TEMPLE)) || - (itemName == RG_WATER_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_WATER_TEMPLE)) || - (itemName == RG_SPIRIT_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_SPIRIT_TEMPLE)) || - (itemName == RG_SHADOW_TEMPLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_SHADOW_TEMPLE)) || - (itemName == RG_GANONS_CASTLE_BOSS_KEY && ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, SCENE_INSIDE_GANONS_CASTLE)) || + case RG_FOREST_TEMPLE_BOSS_KEY: + case RG_FIRE_TEMPLE_BOSS_KEY: + case RG_WATER_TEMPLE_BOSS_KEY: + case RG_SPIRIT_TEMPLE_BOSS_KEY: + case RG_SHADOW_TEMPLE_BOSS_KEY: + case RG_GANONS_CASTLE_BOSS_KEY: + return ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, ctx->RandoGetToDungeonScene.at(itemName)); + // Maps + case RG_DEKU_TREE_MAP: + case RG_DODONGOS_CAVERN_MAP: + case RG_JABU_JABUS_BELLY_MAP: + case RG_FOREST_TEMPLE_MAP: + case RG_FIRE_TEMPLE_MAP: + case RG_WATER_TEMPLE_MAP: + case RG_SPIRIT_TEMPLE_MAP: + case RG_SHADOW_TEMPLE_MAP: + case RG_BOTTOM_OF_THE_WELL_MAP: + case RG_ICE_CAVERN_MAP: + return ctx->CheckDungeonItem(DUNGEON_MAP, ctx->RandoGetToDungeonScene.at(itemName)); + // Compasses + case RG_DEKU_TREE_COMPASS: + case RG_DODONGOS_CAVERN_COMPASS: + case RG_JABU_JABUS_BELLY_COMPASS: + case RG_FOREST_TEMPLE_COMPASS: + case RG_FIRE_TEMPLE_COMPASS: + case RG_WATER_TEMPLE_COMPASS: + case RG_SPIRIT_TEMPLE_COMPASS: + case RG_SHADOW_TEMPLE_COMPASS: + case RG_BOTTOM_OF_THE_WELL_COMPASS: + case RG_ICE_CAVERN_COMPASS: + return ctx->CheckDungeonItem(DUNGEON_COMPASS, ctx->RandoGetToDungeonScene.at(itemName)); // Wallets - (itemName == RG_CHILD_WALLET && ctx->CheckRandoInf(RAND_INF_HAS_WALLET)) || - (itemName == RG_ADULT_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 1) || - (itemName == RG_GIANT_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 2) || - (itemName == RG_TYCOON_WALLET && ctx->CurrentUpgrade(UPG_WALLET) >= 3) || + case RG_CHILD_WALLET: + return ctx->CheckRandoInf(RAND_INF_HAS_WALLET); + case RG_ADULT_WALLET: + return ctx->CurrentUpgrade(UPG_WALLET) >= 1; + case RG_GIANT_WALLET: + return ctx->CurrentUpgrade(UPG_WALLET) >= 2; + case RG_TYCOON_WALLET: + return ctx->CurrentUpgrade(UPG_WALLET) >= 3; // Scales - (itemName == RG_BRONZE_SCALE && ctx->CheckRandoInf(RAND_INF_CAN_SWIM)) || - (itemName == RG_SILVER_SCALE && ctx->CurrentUpgrade(UPG_SCALE) >= 1) || - (itemName == RG_GOLDEN_SCALE && ctx->CurrentUpgrade(UPG_SCALE) >= 2); + case RG_BRONZE_SCALE: + return ctx->CheckRandoInf(RAND_INF_CAN_SWIM); + case RG_SILVER_SCALE: + return ctx->CurrentUpgrade(UPG_SCALE) >= 1; + case RG_GOLDEN_SCALE: + return ctx->CurrentUpgrade(UPG_SCALE) >= 2; + case RG_POCKET_EGG: + case RG_COJIRO: + case RG_ODD_MUSHROOM: + case RG_ODD_POTION: + case RG_POACHERS_SAW: + case RG_BROKEN_SWORD: + case RG_PRESCRIPTION: + case RG_EYEBALL_FROG: + case RG_EYEDROPS: + case RG_CLAIM_CHECK: + return ctx->HasAdultTrade(StaticData::RetrieveItem(itemName).GetGIEntry()->itemId); + } + return false; } //Can the passed in item be used? @@ -236,31 +285,53 @@ namespace Rando { case RG_RUTOS_LETTER: return IsChild; + // Adult Trade + case RG_POCKET_EGG: + return IsAdult; + case RG_COJIRO: + return IsAdult; + case RG_ODD_MUSHROOM: + return IsAdult; + case RG_ODD_POTION: + return IsAdult; + case RG_POACHERS_SAW: + return IsAdult; + case RG_BROKEN_SWORD: + return IsAdult; + case RG_PRESCRIPTION: + return IsAdult; + case RG_EYEBALL_FROG: + return IsAdult; + case RG_EYEDROPS: + return IsAdult; + case RG_CLAIM_CHECK: + return IsAdult; + // Songs case RG_ZELDAS_LULLABY: - return Ocarina && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCUpButton; + return Ocarina && HasItem(RG_OCARINA_C_LEFT_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_UP_BUTTON); case RG_EPONAS_SONG: - return Ocarina && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCUpButton; + return Ocarina && HasItem(RG_OCARINA_C_LEFT_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_UP_BUTTON); case RG_SARIAS_SONG: - return Ocarina && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_C_LEFT_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_SUNS_SONG: - return Ocarina && OcarinaCRightButton && OcarinaCUpButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_UP_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_SONG_OF_TIME: - return Ocarina && OcarinaAButton && OcarinaCRightButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_A_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_SONG_OF_STORMS: - return Ocarina && OcarinaAButton && OcarinaCUpButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_A_BUTTON) && HasItem(RG_OCARINA_C_UP_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_MINUET_OF_FOREST: - return Ocarina && OcarinaAButton && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCUpButton; + return Ocarina && HasItem(RG_OCARINA_A_BUTTON) && HasItem(RG_OCARINA_C_LEFT_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_UP_BUTTON); case RG_BOLERO_OF_FIRE: - return Ocarina && OcarinaAButton && OcarinaCRightButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_A_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_SERENADE_OF_WATER: - return Ocarina && OcarinaAButton && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_A_BUTTON) && HasItem(RG_OCARINA_C_LEFT_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_REQUIEM_OF_SPIRIT: - return Ocarina && OcarinaAButton && OcarinaCRightButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_A_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_NOCTURNE_OF_SHADOW: - return Ocarina && OcarinaAButton && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCDownButton; + return Ocarina && HasItem(RG_OCARINA_A_BUTTON) && HasItem(RG_OCARINA_C_LEFT_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_DOWN_BUTTON); case RG_PRELUDE_OF_LIGHT: - return Ocarina && OcarinaCLeftButton && OcarinaCRightButton && OcarinaCUpButton; + return Ocarina && HasItem(RG_OCARINA_C_LEFT_BUTTON) && HasItem(RG_OCARINA_C_RIGHT_BUTTON) && HasItem(RG_OCARINA_C_UP_BUTTON); // Misc. Items case RG_FISHING_POLE: @@ -325,7 +396,7 @@ namespace Rando { case GlitchType::EquipSwap: // todo: add bunny hood to adult item equippable list and child trade item to child item equippable list return ((IsAdult && (HasItem(RG_DINS_FIRE) || HasItem(RG_FARORES_WIND) || HasItem(RG_NAYRUS_LOVE))) || (IsChild && (HasItem(RG_STICKS) || HasItem(RG_FAIRY_SLINGSHOT) || HasItem(RG_BOOMERANG) || HasBottle || Nuts || Ocarina || HasItem(RG_LENS_OF_TRUTH) || HasExplosives || - (MagicBean || MagicBeanPack) || HasItem(RG_DINS_FIRE) || HasItem(RG_FARORES_WIND) || HasItem(RG_NAYRUS_LOVE)))) && false; //GlitchEquipSwap; + ctx->GetAmmo(ITEM_BEAN) > 0 || HasItem(RG_DINS_FIRE) || HasItem(RG_FARORES_WIND) || HasItem(RG_NAYRUS_LOVE)))) && false; //GlitchEquipSwap; } //Shouldn't be reached @@ -374,28 +445,31 @@ namespace Rando { (HasItem(RG_OCARINA_C_RIGHT_BUTTON) ? 1 : 0) + (HasItem(RG_OCARINA_C_UP_BUTTON) ? 1 : 0) + (HasItem(RG_OCARINA_C_DOWN_BUTTON) ? 1 : 0); - ZeldasLetter = HasItem(RG_ZELDAS_LETTER); - WeirdEgg = CanUse(RG_WEIRD_EGG); - Bombchus = HasItem(RG_PROGRESSIVE_BOMBCHUS); - //Bombchus5 = false; - //Bombchus10 = false; - //Bombchus20 = false; - //MagicBean = false; - //MagicBeanPack = false; - RutosLetter = CanUse(RG_RUTOS_LETTER); - Boomerang = CanUse(RG_BOOMERANG); - DinsFire = CanUse(RG_DINS_FIRE); - FaroresWind = CanUse(RG_FARORES_WIND); - NayrusLove = CanUse(RG_NAYRUS_LOVE); - LensOfTruth = CanUse(RG_LENS_OF_TRUTH); - ShardOfAgony = HasItem(RG_STONE_OF_AGONY); - //SkullMask = false; - //MaskOfTruth = false; + ZeldasLetter = HasItem(RG_ZELDAS_LETTER); + WeirdEgg = CanUse(RG_WEIRD_EGG); + Bombchus = HasItem(RG_PROGRESSIVE_BOMBCHUS); + BuySeed = GetInLogic(ITEMLOGIC_BUYSEED); + BuyArrow = GetInLogic(ITEMLOGIC_BUYARROW); + BuyBomb = GetInLogic(ITEMLOGIC_BUYBOMB); + BuyMagicPotion = GetInLogic(ITEMLOGIC_BUYMAGICPOTION); + BuyBombchus = GetInLogic(ITEMLOGIC_BUYBOMBCHUS); + MagicBean = ctx->GetAmmo(ITEM_BEAN) > 0; + RutosLetter = CanUse(RG_RUTOS_LETTER); + Boomerang = CanUse(RG_BOOMERANG); + DinsFire = CanUse(RG_DINS_FIRE); + FaroresWind = CanUse(RG_FARORES_WIND); + NayrusLove = CanUse(RG_NAYRUS_LOVE); + LensOfTruth = CanUse(RG_LENS_OF_TRUTH); + ShardOfAgony = HasItem(RG_STONE_OF_AGONY); + //SkullMask = false; + //MaskOfTruth = false; //Adult logic Hammer = CanUse(RG_MEGATON_HAMMER); IronBoots = CanUse(RG_IRON_BOOTS); HoverBoots = CanUse(RG_HOVER_BOOTS); + DekuShield = CanUse(RG_DEKU_SHIELD); + HylianShield = CanUse(RG_HYLIAN_SHIELD); MirrorShield = CanUse(RG_MIRROR_SHIELD); GoronTunic = CanUse(RG_GORON_TUNIC); ZoraTunic = CanUse(RG_ZORA_TUNIC); @@ -428,6 +502,9 @@ namespace Rando { AdultsWallet = HasItem(RG_ADULT_WALLET); BiggoronSword = HasItem(RG_BIGGORON_SWORD); + ProgressiveScale = ctx->CurrentUpgrade(UPG_SCALE) + HasItem(RG_BRONZE_SCALE); + ProgressiveWallet = ctx->CurrentUpgrade(UPG_WALLET) + HasItem(RG_CHILD_WALLET); + CanSummonGohma = HasBossSoul(RG_GOHMA_SOUL); CanSummonKingDodongo = HasBossSoul(RG_KING_DODONGO_SOUL); CanSummonBarinade = HasBossSoul(RG_BARINADE_SOUL); @@ -456,23 +533,10 @@ namespace Rando { ShadowMedallion = HasItem(RG_SHADOW_MEDALLION); LightMedallion = HasItem(RG_LIGHT_MEDALLION); - //TODO: need flags somewhere for - //Eyedrops = Eyedrops || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && ClaimCheck); - //EyeballFrog = EyeballFrog || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Eyedrops); - //Prescription = Prescription || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && EyeballFrog); - //BrokenSword = BrokenSword || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Prescription); - //PoachersSaw = PoachersSaw || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && BrokenSword); - //OddPoultice = OddPoultice || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && PoachersSaw); - //OddMushroom = OddMushroom || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddPoultice); - //Cojiro = Cojiro || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddMushroom); - //PocketEgg = PocketEgg || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Cojiro); - - //BaseHearts + HeartContainer + (PieceOfHeart >> 2); "Hearts" - //all keys DoubleDefense = HasItem(RG_DOUBLE_DEFENSE); - //TriforcePieces = ; - //Greg = ; - //GoldSkulltulaTokens = ; + TriforcePieces = ctx->GetSaveContext()->triforcePiecesCollected; + Greg = HasItem(RG_GREG_RUPEE); + GoldSkulltulaTokens = ctx->GetGSCount(); //you need at least 2 buttons for scarecrow song ScarecrowSong = ScarecrowSong || (ctx->GetOption(RSK_SKIP_SCARECROWS_SONG) && Ocarina && OcarinaButtons >= 2) || (ChildScarecrow && AdultScarecrow); @@ -482,21 +546,22 @@ namespace Rando { //Drop Access DekuStickDrop = StickPot || DekuBabaSticks; DekuNutDrop = (NutPot || NutCrate || DekuBabaNuts) && AmmoCanDrop; - BugsAccess = BugShrub || WanderingBugs || BugRock; - FishAccess = LoneFish || FishGroup; - FairyAccess = FairyPot || GossipStoneFairy || BeanPlantFairy || ButterflyFairy || FreeFairies || FairyPond; + BugsAccess = BugShrub || WanderingBugs || BugRock || GetInLogic(ITEMLOGIC_BUGSACCESS); + FishAccess = LoneFish || FishGroup || GetInLogic(ITEMLOGIC_FISHACCESS); + FairyAccess = FairyPot || GossipStoneFairy || BeanPlantFairy || ButterflyFairy || FreeFairies || FairyPond || GetInLogic(ITEMLOGIC_FAIRYACCESS); //refills - Bombs = BombBag; - Nuts = DekuNutDrop || Nuts; - Sticks = DekuStickDrop || Sticks; + Bombs = HasItem(RG_PROGRESSIVE_BOMB_BAG); + Nuts = DekuNutDrop || HasItem(RG_NUTS); + Sticks = DekuStickDrop || HasItem(RG_STICKS); Bugs = HasBottle && BugsAccess; + BlueFireAccess = BlueFireAccess || GetInLogic(ITEMLOGIC_BLUEFIREACCESS); BlueFire = (HasBottle && BlueFireAccess) || (ctx->GetOption(RSK_BLUE_FIRE_ARROWS) && CanUse(RG_ICE_ARROWS)); Fish = HasBottle && FishAccess; Fairy = HasBottle && FairyAccess; - FoundBombchus = (BombchuDrop || Bombchus || Bombchus5 || Bombchus10 || Bombchus20) && (BombBag || ctx->GetOption(RSK_BOMBCHUS_IN_LOGIC)); + FoundBombchus = Bombchus && (BombBag || ctx->GetOption(RSK_BOMBCHUS_IN_LOGIC)); CanPlayBowling = ChildsWallet && ((ctx->GetOption(RSK_BOMBCHUS_IN_LOGIC) && FoundBombchus) || (!ctx->GetOption(RSK_BOMBCHUS_IN_LOGIC) && BombBag)); // TODO: Implement Ammo Drop Setting in place of bombchu drops HasBombchus = (BuyBombchus || (ctx->GetOption(RSK_ENABLE_BOMBCHU_DROPS).Is(RO_AMMO_DROPS_ON/*_PLUS_BOMBCHU*/) && FoundBombchus)); @@ -506,15 +571,16 @@ namespace Rando { HasBoots = IronBoots || HoverBoots; //Unshuffled adult trade quest - Eyedrops = Eyedrops || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && ClaimCheck); - EyeballFrog = EyeballFrog || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Eyedrops); - Prescription = Prescription || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && EyeballFrog); - BrokenSword = BrokenSword || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Prescription); - PoachersSaw = PoachersSaw || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && BrokenSword); - OddPoultice = OddPoultice || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && PoachersSaw); - OddMushroom = OddMushroom || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddPoultice); - Cojiro = Cojiro || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddMushroom); - PocketEgg = PocketEgg || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Cojiro); + ClaimCheck = CanUse(RG_CLAIM_CHECK); + Eyedrops = CanUse(RG_EYEDROPS) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && ClaimCheck); + EyeballFrog = CanUse(RG_EYEBALL_FROG) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Eyedrops); + Prescription = CanUse(RG_PRESCRIPTION) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && EyeballFrog); + BrokenSword = CanUse(RG_BROKEN_SWORD) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Prescription); + PoachersSaw = CanUse(RG_POACHERS_SAW) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && BrokenSword); + OddPoultice = CanUse(RG_ODD_POTION) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && PoachersSaw); + OddMushroom = CanUse(RG_ODD_MUSHROOM) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddPoultice); + Cojiro = CanUse(RG_COJIRO) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && OddMushroom); + PocketEgg = CanUse(RG_POCKET_EGG) || (!ctx->GetOption(RSK_SHUFFLE_ADULT_TRADE) && Cojiro); // IsChild = Age == AGE_CHILD; // IsAdult = Age == AGE_ADULT; @@ -532,7 +598,7 @@ namespace Rando { CanRideEpona = IsAdult && Epona && CanUse(RG_EPONAS_SONG); CanSummonGossipFairyWithoutSuns = CanUse(RG_ZELDAS_LULLABY) || CanUse(RG_EPONAS_SONG) || CanUse(RG_SONG_OF_TIME); CanSummonGossipFairy = CanSummonGossipFairyWithoutSuns || CanUse(RG_SUNS_SONG); - Hearts = BaseHearts + HeartContainer + (PieceOfHeart >> 2); + Hearts = Hearts = ctx->GetSaveContext()->healthCapacity / 16; EffectiveHealth = ((Hearts << (2 + DoubleDefense)) >> Multiplier) + ((Hearts << (2 + DoubleDefense)) % (1 << Multiplier) > 0); //Number of half heart hits to die, ranges from 1 to 160 FireTimer = CanUse(RG_GORON_TUNIC) ? 255 : (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS)) ? (Hearts * 8) : 0; WaterTimer = CanUse(RG_ZORA_TUNIC) ? 255 : (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS)) ? (Hearts * 8) : 0; @@ -540,7 +606,6 @@ namespace Rando { CanSurviveDamage = !NeedNayrusLove || CanUse(RG_NAYRUS_LOVE); CanTakeDamage = Fairy || CanSurviveDamage; CanTakeDamageTwice = (Fairy && NumBottles >= 2) || ((EffectiveHealth == 2) && (CanUse(RG_NAYRUS_LOVE) || Fairy)) || (EffectiveHealth > 2); - //CanPlantBean = IsChild && (MagicBean || MagicBeanPack); CanOpenBombGrotto = CanBlastOrSmash && (ShardOfAgony || ctx->GetTrickOption(RT_GROTTOS_WITHOUT_AGONY)); CanOpenStormGrotto = CanUse(RG_SONG_OF_STORMS) && (ShardOfAgony || ctx->GetTrickOption(RT_GROTTOS_WITHOUT_AGONY)); HookshotOrBoomerang = CanUse(RG_HOOKSHOT) || CanUse(RG_BOOMERANG); @@ -557,8 +622,8 @@ namespace Rando { HasFireSourceWithTorch = HasFireSource || CanUse(RG_STICKS); //Gerudo Fortress - CanFinishGerudoFortress = (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_NORMAL) && GerudoFortressKeys >= 4 && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) && (GerudoToken || CanUse(RG_FAIRY_BOW) || CanUse(RG_HOOKSHOT) || CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_GF_KITCHEN))) || - (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_FAST) && GerudoFortressKeys >= 1 && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD))) || + CanFinishGerudoFortress = (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_NORMAL) && SmallKeys(RR_GERUDO_TRAINING_GROUNDS, 4) && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) && (GerudoToken || CanUse(RG_FAIRY_BOW) || CanUse(RG_HOOKSHOT) || CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_GF_KITCHEN))) || + (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_FAST) && SmallKeys(RR_GERUDO_TRAINING_GROUNDS, 1) && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD))) || (ctx->GetOption(RSK_GERUDO_FORTRESS).IsNot(RO_GF_NORMAL) && ctx->GetOption(RSK_GERUDO_FORTRESS).IsNot(RO_GF_FAST)); HasShield = CanUse(RG_HYLIAN_SHIELD) || CanUse(RG_DEKU_SHIELD); //Mirror shield can't reflect attacks @@ -609,95 +674,55 @@ namespace Rando { (GetDifficultyValueFromString(GlitchHover) >= static_cast(GlitchDifficulty::NOVICE) && GetDifficultyValueFromString(GlitchISG) >= static_cast(GlitchDifficulty::INTERMEDIATE)))) { return ForestTempleKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_FOREST_TEMPLE); - if (ForestTempleKeys != smallKeys) - SPDLOG_ERROR("Forest temple small key count mismatch: logicVar {}, saveContext {}", ForestTempleKeys, smallKeys); - } - return ForestTempleKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_FOREST_TEMPLE) >= requiredAmountGlitchless; case RR_FIRE_TEMPLE: /*if (IsGlitched && (GetDifficultyValueFromString(GlitchLedgeClip) >= static_cast(GlitchDifficulty::INTERMEDIATE) || GetDifficultyValueFromString(GlitchHover) >= static_cast(GlitchDifficulty::INTERMEDIATE))) { return FireTempleKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_FIRE_TEMPLE); - if (FireTempleKeys != smallKeys) - SPDLOG_ERROR("Fire temple small key count mismatch: logicVar {}, saveContext {}", FireTempleKeys, smallKeys); - } - return FireTempleKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_FIRE_TEMPLE) >= requiredAmountGlitchless; case RR_WATER_TEMPLE: /*if (IsGlitched && (false)) { return WaterTempleKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_WATER_TEMPLE); - if (WaterTempleKeys != smallKeys) - SPDLOG_ERROR("Water temple small key count mismatch: logicVar {}, saveContext {}", WaterTempleKeys, smallKeys); - } - return WaterTempleKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_WATER_TEMPLE) >= requiredAmountGlitchless; case RR_SPIRIT_TEMPLE: /*if (IsGlitched && (false)) { return SpiritTempleKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_SPIRIT_TEMPLE); - if (SpiritTempleKeys != smallKeys) - SPDLOG_ERROR("Spirit temple small key count mismatch: logicVar {}, saveContext {}", SpiritTempleKeys, smallKeys); - } - return SpiritTempleKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_SPIRIT_TEMPLE) >= requiredAmountGlitchless; case RR_SHADOW_TEMPLE: /*if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotClip) >= static_cast(GlitchDifficulty::NOVICE))) { return ShadowTempleKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_SHADOW_TEMPLE); - if (ShadowTempleKeys != smallKeys) - SPDLOG_ERROR("Shadow temple small key count mismatch: logicVar {}, saveContext {}", ShadowTempleKeys, smallKeys); - } - return ShadowTempleKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_SHADOW_TEMPLE) >= requiredAmountGlitchless; case RR_BOTTOM_OF_THE_WELL: /*if (IsGlitched && (false)) { return BottomOfTheWellKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_BOTTOM_OF_THE_WELL); - if (BottomOfTheWellKeys != smallKeys) - SPDLOG_ERROR("BotW temple small key count mismatch: logicVar {}, saveContext {}", BottomOfTheWellKeys, smallKeys); - } - return BottomOfTheWellKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_BOTTOM_OF_THE_WELL) >= requiredAmountGlitchless; case RR_GERUDO_TRAINING_GROUNDS: /*if (IsGlitched && (false)) { return GerudoTrainingGroundsKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_GERUDO_TRAINING_GROUND); - if (GerudoTrainingGroundsKeys != smallKeys) - SPDLOG_ERROR("GTG small key count mismatch: logicVar {}, saveContext {}", GerudoTrainingGroundsKeys, smallKeys); - } - return GerudoTrainingGroundsKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_GERUDO_TRAINING_GROUND) >= requiredAmountGlitchless; case RR_GANONS_CASTLE: /*if (IsGlitched && (false)) { return GanonsCastleKeys >= requiredAmountGlitched; }*/ - { - auto smallKeys = ctx->GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE); - if (GanonsCastleKeys != smallKeys) - SPDLOG_ERROR("Ganon's Castle small key count mismatch: logicVar {}, saveContext {}", GanonsCastleKeys, smallKeys); - } - return GanonsCastleKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE_COLLAPSE) >= requiredAmountGlitchless; case RR_MARKET_TREASURE_CHEST_GAME: /*if (IsGlitched && (false)) { return TreasureGameKeys >= requiredAmountGlitched; }*/ - return TreasureGameKeys >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_TREASURE_BOX_SHOP) >= requiredAmountGlitchless; default: return false; @@ -737,6 +762,20 @@ namespace Rando { ctx = _ctx; } + bool Logic::GetInLogic(ItemLogic logicVar) { + return std::find(inLogic.begin(), inLogic.end(), logicVar) != inLogic.end(); + } + + void Logic::SetInLogic(ItemLogic logicVar, bool remove) { + auto it = std::find(inLogic.begin(), inLogic.end(), logicVar); + if (it == inLogic.end() && !remove) { + inLogic.push_back(logicVar); + } + else if (it != inLogic.end() && remove) { + inLogic.erase(it); + } + } + void Logic::Reset() { //SPDLOG_INFO("Logic reset."); ctx->NewSaveContext(); @@ -756,7 +795,6 @@ namespace Rando { Bombchus10 = false; Bombchus20 = false; MagicBean = false; - MagicBeanPack = false; RutosLetter = false; Boomerang = false; DinsFire = false; @@ -857,11 +895,6 @@ namespace Rando { //Ocarina C Buttons bool ocBtnShuffle = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true); - OcarinaAButton = !ocBtnShuffle; - OcarinaCLeftButton = !ocBtnShuffle; - OcarinaCRightButton = !ocBtnShuffle; - OcarinaCUpButton = !ocBtnShuffle; - OcarinaCDownButton = !ocBtnShuffle; ctx->SetRandoInf(RAND_INF_HAS_OCARINA_A, ocBtnShuffle); ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_UP, ocBtnShuffle); ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_DOWN, ocBtnShuffle); @@ -873,30 +906,27 @@ namespace Rando { ProgressiveBombBag = 0; ProgressiveMagic = 0; //If we're not shuffling swim, we start with it (scale 1) - ProgressiveScale = ctx->GetOption(RSK_SHUFFLE_SWIM).Is(true) ? 0 : 1; - ctx->SetUpgrade(UPG_SCALE, ProgressiveScale); + ProgressiveScale = 0; + if (ctx->GetOption(RSK_SHUFFLE_SWIM).Is(false)) { + ProgressiveScale = 1; + ctx->SetRandoInf(RAND_INF_CAN_SWIM, false); + } ProgressiveHookshot = 0; ProgressiveBow = 0; //If we're not shuffling child's wallet, we start with it (wallet 1) - ProgressiveWallet = ctx->GetOption(RSK_SHUFFLE_CHILD_WALLET).Is(true) ? 0 : 1; - ctx->SetUpgrade(UPG_WALLET, ProgressiveWallet); + ProgressiveWallet = 0; + if (ctx->GetOption(RSK_SHUFFLE_CHILD_WALLET).Is(false)) { + ProgressiveWallet = 1; + ctx->SetRandoInf(RAND_INF_HAS_WALLET, false); + } ProgressiveStrength = 0; ProgressiveOcarina = 0; ProgressiveGiantKnife = 0; - //Keys - ForestTempleKeys = 0; //If not keysanity, start with 1 logical key to account for automatically unlocking the basement door in vanilla FiT - FireTempleKeys = IsKeysanity || ctx->GetDungeon(Rando::FIRE_TEMPLE)->IsMQ() ? 0 : 1; - ctx->SetSmallKeyCount(SCENE_FIRE_TEMPLE, FireTempleKeys); - WaterTempleKeys = 0; - SpiritTempleKeys = 0; - ShadowTempleKeys = 0; - GanonsCastleKeys = 0; - GerudoFortressKeys = 0; - GerudoTrainingGroundsKeys = 0; - BottomOfTheWellKeys = 0; - TreasureGameKeys = 0; + if (IsKeysanity || ctx->GetDungeon(Rando::FIRE_TEMPLE)->IsMQ()) { + ctx->SetSmallKeyCount(SCENE_FIRE_TEMPLE, 1); + } //Boss Keys BossKeyForestTemple = 0; diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 0fe184ee050..af34fd2b87f 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -40,7 +40,6 @@ class Logic { bool Bombchus10 = false; bool Bombchus20 = false; bool MagicBean = false; - bool MagicBeanPack = false; bool RutosLetter = false; bool Boomerang = false; bool DinsFire = false; @@ -418,8 +417,6 @@ class Logic { bool CanUse(RandomizerGet itemName); bool HasProjectile(HasProjectileAge age); bool HasItem(RandomizerGet itemName); - bool HasItem2(RandomizerGet itemName); - bool HasItem3(RandomizerGet itemName); bool HasBossSoul(RandomizerGet itemName); bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount); bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched); @@ -431,10 +428,13 @@ class Logic { uint8_t BottleCount(); void Reset(); void SetContext(std::shared_ptr _ctx); + bool GetInLogic(ItemLogic logicVar); + void SetInLogic(ItemLogic logicVar, bool remove); private: static bool IsMagicItem(RandomizerGet item); static bool IsMagicArrow(RandomizerGet item); std::shared_ptr ctx; + std::vector inLogic; }; // class Logic } // namespace Rando \ No newline at end of file diff --git a/soh/soh/Enhancements/randomizer/randomizerTypes.h b/soh/soh/Enhancements/randomizer/randomizerTypes.h index 43fddacea09..e791c193b96 100644 --- a/soh/soh/Enhancements/randomizer/randomizerTypes.h +++ b/soh/soh/Enhancements/randomizer/randomizerTypes.h @@ -53,6 +53,152 @@ typedef enum { HINT_TYPE_MAX } HintType; +typedef enum { + ITEMLOGIC_NONE, + ITEMLOGIC_KOKIRISWORD, + ITEMLOGIC_MASTERSWORD, + ITEMLOGIC_BIGGORONSWORD, + ITEMLOGIC_DEKUSHIELD, + ITEMLOGIC_HYLIANSHIELD, + ITEMLOGIC_MIRRORSHIELD, + ITEMLOGIC_GORONTUNIC, + ITEMLOGIC_ZORATUNIC, + ITEMLOGIC_IRONBOOTS, + ITEMLOGIC_HOVERBOOTS, + ITEMLOGIC_BOOMERANG, + ITEMLOGIC_LENSOFTRUTH, + ITEMLOGIC_HAMMER, + ITEMLOGIC_SHARDOFAGONY, + ITEMLOGIC_DINSFIRE, + ITEMLOGIC_FARORESWIND, + ITEMLOGIC_NAYRUSLOVE, + ITEMLOGIC_FIREARROWS, + ITEMLOGIC_ICEARROWS, + ITEMLOGIC_LIGHTARROWS, + ITEMLOGIC_GERUDOTOKEN, + ITEMLOGIC_MAGICBEAN, + ITEMLOGIC_MAGICBEANPACK, + ITEMLOGIC_DOUBLEDEFENSE, + ITEMLOGIC_WEIRDEGG, + ITEMLOGIC_ZELDASLETTER, + ITEMLOGIC_POCKETEGG, + ITEMLOGIC_COJIRO, + ITEMLOGIC_ODDMUSHROOM, + ITEMLOGIC_ODDPOULTICE, + ITEMLOGIC_POACHERSSAW, + ITEMLOGIC_BROKENSWORD, + ITEMLOGIC_PRESCRIPTION, + ITEMLOGIC_EYEBALLFROG, + ITEMLOGIC_EYEDROPS, + ITEMLOGIC_CLAIMCHECK, + ITEMLOGIC_GOLDSKULLTULATOKENS, + ITEMLOGIC_PROGRESSIVEHOOKSHOT, + ITEMLOGIC_PROGRESSIVESTRENGTH, + ITEMLOGIC_PROGRESSIVEBOMBBAG, + ITEMLOGIC_PROGRESSIVEBOW, + ITEMLOGIC_PROGRESSIVEBULLETBAG, + ITEMLOGIC_PROGRESSIVEWALLET, + ITEMLOGIC_PROGRESSIVESCALE, + ITEMLOGIC_BOMBCHUS, + ITEMLOGIC_PROGRESSIVEMAGIC, + ITEMLOGIC_PROGRESSIVEOCARINA, + ITEMLOGIC_PROGRESSIVEGIANTKNIFE, + ITEMLOGIC_BOTTLES, + ITEMLOGIC_RUTOSLETTER, + ITEMLOGIC_BOTTLEWITHBIGPOE, + ITEMLOGIC_ZELDASLULLABY, + ITEMLOGIC_EPONASSONG, + ITEMLOGIC_SARIASSONG, + ITEMLOGIC_SUNSSONG, + ITEMLOGIC_SONGOFTIME, + ITEMLOGIC_SONGOFSTORMS, + ITEMLOGIC_MINUETOFFOREST, + ITEMLOGIC_BOLEROOFFIRE, + ITEMLOGIC_SERENADEOFWATER, + ITEMLOGIC_NOCTURNEOFSHADOW, + ITEMLOGIC_REQUIEMOFSPIRIT, + ITEMLOGIC_PRELUDEOFLIGHT, + ITEMLOGIC_MAPDEKUTREE, + ITEMLOGIC_MAPDODONGOSCAVERN, + ITEMLOGIC_MAPJABUJABUSBELLY, + ITEMLOGIC_MAPFORESTTEMPLE, + ITEMLOGIC_MAPFIRETEMPLE, + ITEMLOGIC_MAPWATERTEMPLE, + ITEMLOGIC_MAPSPIRITTEMPLE, + ITEMLOGIC_MAPSHADOWTEMPLE, + ITEMLOGIC_MAPBOTTOMOFTHEWELL, + ITEMLOGIC_MAPICECAVERN, + ITEMLOGIC_COMPASSDEKUTREE, + ITEMLOGIC_COMPASSDODONGOSCAVERN, + ITEMLOGIC_COMPASSJABUJABUSBELLY, + ITEMLOGIC_COMPASSFORESTTEMPLE, + ITEMLOGIC_COMPASSFIRETEMPLE, + ITEMLOGIC_COMPASSWATERTEMPLE, + ITEMLOGIC_COMPASSSPIRITTEMPLE, + ITEMLOGIC_COMPASSSHADOWTEMPLE, + ITEMLOGIC_COMPASSBOTTOMOFTHEWELL, + ITEMLOGIC_COMPASSICECAVERN, + ITEMLOGIC_BOSSKEYFORESTTEMPLE, + ITEMLOGIC_BOSSKEYFIRETEMPLE, + ITEMLOGIC_BOSSKEYWATERTEMPLE, + ITEMLOGIC_BOSSKEYSPIRITTEMPLE, + ITEMLOGIC_BOSSKEYSHADOWTEMPLE, + ITEMLOGIC_BOSSKEYGANONSCASTLE, + ITEMLOGIC_FORESTTEMPLEKEYS, + ITEMLOGIC_FIRETEMPLEKEYS, + ITEMLOGIC_WATERTEMPLEKEYS, + ITEMLOGIC_SPIRITTEMPLEKEYS, + ITEMLOGIC_SHADOWTEMPLEKEYS, + ITEMLOGIC_BOTTOMOFTHEWELLKEYS, + ITEMLOGIC_GERUDOTRAININGGROUNDSKEYS, + ITEMLOGIC_GERUDOFORTRESSKEYS, + ITEMLOGIC_GANONSCASTLEKEYS, + ITEMLOGIC_TREASUREGAMEKEYS, + ITEMLOGIC_KOKIRIEMERALD, + ITEMLOGIC_GORONRUBY, + ITEMLOGIC_ZORASAPPHIRE, + ITEMLOGIC_FORESTMEDALLION, + ITEMLOGIC_FIREMEDALLION, + ITEMLOGIC_WATERMEDALLION, + ITEMLOGIC_SPIRITMEDALLION, + ITEMLOGIC_SHADOWMEDALLION, + ITEMLOGIC_LIGHTMEDALLION, + ITEMLOGIC_GREG, + ITEMLOGIC_PIECEOFHEART, + ITEMLOGIC_HEARTCONTAINER, + ITEMLOGIC_BOMBCHUS5, + ITEMLOGIC_BOMBCHUS10, + ITEMLOGIC_BOMBCHUS20, + ITEMLOGIC_BOMBCHUDROP, + ITEMLOGIC_NUTS, + ITEMLOGIC_BUYARROW, + ITEMLOGIC_BUYBOMB, + ITEMLOGIC_STICKS, + ITEMLOGIC_FISHACCESS, + ITEMLOGIC_BUYMAGICPOTION, + ITEMLOGIC_BUYBOMBCHUS, + ITEMLOGIC_BUYSEED, + ITEMLOGIC_BLUEFIREACCESS, + ITEMLOGIC_BUGSACCESS, + ITEMLOGIC_FAIRYACCESS, + ITEMLOGIC_CANSUMMONGOHMA, + ITEMLOGIC_CANSUMMONKINGDODONGO, + ITEMLOGIC_CANSUMMONBARINADE, + ITEMLOGIC_CANSUMMONPHANTOMGANON, + ITEMLOGIC_CANSUMMONVOLVAGIA, + ITEMLOGIC_CANSUMMONMORPHA, + ITEMLOGIC_CANSUMMONBONGOBONGO, + ITEMLOGIC_CANSUMMONTWINROVA, + ITEMLOGIC_CANSUMMONGANON, + ITEMLOGIC_FISHINGPOLE, + ITEMLOGIC_OCARINAABUTTON, + ITEMLOGIC_OCARINACUPBUTTON, + ITEMLOGIC_OCARINACDOWNBUTTON, + ITEMLOGIC_OCARINACLEFTBUTTON, + ITEMLOGIC_OCARINACRIGHTBUTTON, + ITEMLOGIC_TRIFORCEPIECES, +} ItemLogic; + typedef enum { RA_NONE, RA_LINKS_POCKET, @@ -2012,6 +2158,7 @@ typedef enum { // Logic Only RG_DISTANT_SCARECROW, RG_STICKS, + RG_NUTS, RG_MAX } RandomizerGet; From a9c31bf662cb1655a4a2720dba9b261d5bf59df4 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Sun, 14 Jul 2024 22:52:46 -0700 Subject: [PATCH 10/26] Some formatting --- .../Enhancements/randomizer/3drando/fill.cpp | 2 +- soh/soh/Enhancements/randomizer/item.cpp | 6 +- soh/soh/Enhancements/randomizer/item.h | 8 +- soh/soh/Enhancements/randomizer/item_list.cpp | 478 +++++++++--------- soh/soh/Enhancements/randomizer/logic.cpp | 22 +- soh/soh/Enhancements/randomizer/logic.h | 6 +- .../Enhancements/randomizer/randomizerTypes.h | 288 +++++------ 7 files changed, 405 insertions(+), 405 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/3drando/fill.cpp b/soh/soh/Enhancements/randomizer/3drando/fill.cpp index 2cc9050d879..0d8e873a02f 100644 --- a/soh/soh/Enhancements/randomizer/3drando/fill.cpp +++ b/soh/soh/Enhancements/randomizer/3drando/fill.cpp @@ -245,7 +245,7 @@ std::vector GetAccessibleLocations(const std::vector buyIgnores; + std::vector buyIgnores; //Variables for search std::vector newItemLocations; diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index ffa846c5602..f7d7d3cbb8f 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -14,7 +14,7 @@ namespace Rando { Item::Item() : randomizerGet(RG_NONE), type(ITEMTYPE_ITEM), getItemId(GI_NONE), advancement(false), hintKey(RHT_NONE), progressive(false), price(0) {} Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, ItemLogic logicVar_, const RandomizerHintTextKey hintKey_, const uint16_t itemId_, + const bool advancement_, LogicVal logicVar_, const RandomizerHintTextKey hintKey_, const uint16_t itemId_, const uint16_t objectId_, const uint16_t gid_, const uint16_t textId_, const uint16_t field_, const int16_t chestAnimation_, const GetItemCategory category_, const uint16_t modIndex_, const bool progressive_, const uint16_t price_) @@ -29,7 +29,7 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, } Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, ItemLogic logicVar_, const RandomizerHintTextKey hintKey_, const bool progressive_, + const bool advancement_, LogicVal logicVar_, const RandomizerHintTextKey hintKey_, const bool progressive_, const uint16_t price_) : randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_), advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { @@ -86,7 +86,7 @@ ItemType Item::GetItemType() const { return type; } -ItemLogic Item::GetLogicVar() const { +LogicVal Item::GetLogicVar() const { return logicVar; } diff --git a/soh/soh/Enhancements/randomizer/item.h b/soh/soh/Enhancements/randomizer/item.h index 12bc104ae15..4b094962493 100644 --- a/soh/soh/Enhancements/randomizer/item.h +++ b/soh/soh/Enhancements/randomizer/item.h @@ -31,11 +31,11 @@ class Item { public: Item(); Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - ItemLogic logicVar_, RandomizerHintTextKey hintKey_, uint16_t itemId_, uint16_t objectId_, uint16_t gid_, + LogicVal logicVar_, RandomizerHintTextKey hintKey_, uint16_t itemId_, uint16_t objectId_, uint16_t gid_, uint16_t textId_, uint16_t field_, int16_t chestAnimation_, GetItemCategory category_, uint16_t modIndex_, bool progressive_ = false, uint16_t price_ = 0); Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - ItemLogic logicVar_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0); + LogicVal logicVar_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0); ~Item(); void ApplyEffect() const; @@ -46,7 +46,7 @@ class Item { bool IsAdvancement() const; int GetItemID() const; ItemType GetItemType() const; - ItemLogic GetLogicVar() const; + LogicVal GetLogicVar() const; RandomizerGet GetRandomizerGet() const; uint16_t GetPrice() const; std::shared_ptr GetGIEntry() const; @@ -68,7 +68,7 @@ class Item { ItemType type; int16_t getItemId; bool advancement; - ItemLogic logicVar; + LogicVal logicVar; RandomizerHintTextKey hintKey; bool progressive; uint16_t price; diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index d39e0604b99..b72a68dbd36 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -12,315 +12,315 @@ std::unordered_map Rando::StaticData::itemNameToEnum void Rando::StaticData::InitItemTable() { auto logic = Context::GetInstance()->GetLogic(); - itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); - // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index - itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, ITEMLOGIC_KOKIRISWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, ITEMLOGIC_MASTERSWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); + // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index + itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword); - itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, ITEMLOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, ITEMLOGIC_BIGGORONSWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, ITEMLOGIC_DEKUSHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, ITEMLOGIC_HYLIANSHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, ITEMLOGIC_MIRRORSHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, ITEMLOGIC_GORONTUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, ITEMLOGIC_ZORATUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, ITEMLOGIC_IRONBOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, ITEMLOGIC_HOVERBOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, ITEMLOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, ITEMLOGIC_LENSOFTRUTH, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, ITEMLOGIC_HAMMER, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, ITEMLOGIC_SHARDOFAGONY, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, ITEMLOGIC_DINSFIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, ITEMLOGIC_FARORESWIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, ITEMLOGIC_NAYRUSLOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, ITEMLOGIC_FIREARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, ITEMLOGIC_ICEARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, ITEMLOGIC_LIGHTARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, ITEMLOGIC_GERUDOTOKEN, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, ITEMLOGIC_MAGICBEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, ITEMLOGIC_MAGICBEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, ITEMLOGIC_DOUBLEDEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, LOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, LOGIC_IRON_BOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, LOGIC_HOVER_BOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, LOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, LOGIC_LENS_OF_TRUTH, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, LOGIC_HAMMER, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_STONE_OF_AGONY, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, LOGIC_DINS_FIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, LOGIC_FARORES_WIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, LOGIC_NAYRUS_LOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, LOGIC_DOUBLE_DEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DOUBLE_DEFENSE].SetCustomDrawFunc(Randomizer_DrawDoubleDefense); // Trade Quest Items - itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, ITEMLOGIC_WEIRDEGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, ITEMLOGIC_ZELDASLETTER, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, ITEMLOGIC_POCKETEGG, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, ITEMLOGIC_COJIRO, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, ITEMLOGIC_ODDMUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, ITEMLOGIC_ODDPOULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, ITEMLOGIC_POACHERSSAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, ITEMLOGIC_BROKENSWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, ITEMLOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, ITEMLOGIC_EYEBALLFROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, ITEMLOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, ITEMLOGIC_CLAIMCHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, LOGIC_WEIRD_EGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, LOGIC_ZELDAS_LETTER, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, LOGIC_POCKET_EGG, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, LOGIC_COJIRO, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, LOGIC_ODD_MUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, LOGIC_ODD_POULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, LOGIC_POACHERS_SAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, LOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, LOGIC_EYEBALL_FROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, LOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, LOGIC_CLAIM_CHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Skulltula Token - itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, ITEMLOGIC_GOLDSKULLTULATOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); + itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); // Progressive Items - itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, ITEMLOGIC_PROGRESSIVEHOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); - itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_PROGRESSIVE_STRENGTH, true); - itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_PROGRESSIVE_BOMB_BAG, true); - itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_PROGRESSIVE_BOW, true); - itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_PROGRESSIVE_SLINGSHOT, true); - itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_PROGRESSIVE_WALLET, true); - itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, ITEMLOGIC_PROGRESSIVESCALE, RHT_PROGRESSIVE_SCALE, true); - itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, false, ITEMLOGIC_NONE, RHT_PROGRESSIVE_NUT_UPGRADE, true); - itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, false, ITEMLOGIC_NONE, RHT_PROGRESSIVE_STICK_UPGRADE, true); - itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, ITEMLOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); - itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, ITEMLOGIC_PROGRESSIVEMAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); - itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, ITEMLOGIC_PROGRESSIVEOCARINA, RHT_PROGRESSIVE_OCARINA, true); - itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, ITEMLOGIC_PROGRESSIVEGIANTKNIFE,RHT_PROGRESSIVE_GORONSWORD, true); + itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); + itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true); + itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true); + itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true); + itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true); + itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true); + itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true); + itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, false, LOGIC_NONE, RHT_PROGRESSIVE_NUT_UPGRADE, true); + itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, false, LOGIC_NONE, RHT_PROGRESSIVE_STICK_UPGRADE, true); + itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); + itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); + itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true); + itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE,RHT_PROGRESSIVE_GORONSWORD, true); // Bottles - itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION,RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION,RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, ITEMLOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, ITEMLOGIC_RUTOSLETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, ITEMLOGIC_BOTTLEWITHBIGPOE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION,RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION,RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); // Songs - itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, ITEMLOGIC_ZELDASLULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, ITEMLOGIC_EPONASSONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, ITEMLOGIC_SARIASSONG, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, ITEMLOGIC_SUNSSONG, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, ITEMLOGIC_SONGOFTIME, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, ITEMLOGIC_SONGOFSTORMS, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, ITEMLOGIC_MINUETOFFOREST, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, ITEMLOGIC_BOLEROOFFIRE, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, ITEMLOGIC_SERENADEOFWATER, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, ITEMLOGIC_NOCTURNEOFSHADOW, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, ITEMLOGIC_REQUIEMOFSPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, ITEMLOGIC_PRELUDEOFLIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, LOGIC_ZELDAS_LULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, LOGIC_EPONAS_SONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, LOGIC_SARIAS_SONG, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, LOGIC_SUNS_SONG, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, LOGIC_SONG_OF_TIME, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, LOGIC_SONG_OF_STORMS, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, LOGIC_MINUET_OF_FOREST, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, LOGIC_BOLERO_OF_FIRE, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, LOGIC_SERENADE_OF_WATER, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, LOGIC_NOCTURNE_OF_SHADOW, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, LOGIC_REQUIEM_OF_SPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, LOGIC_PRELUDE_OF_LIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Maps and Compasses - itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, ITEMLOGIC_MAPDEKUTREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, ITEMLOGIC_MAPDODONGOSCAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, ITEMLOGIC_MAPJABUJABUSBELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, ITEMLOGIC_MAPFORESTTEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, ITEMLOGIC_MAPFIRETEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, ITEMLOGIC_MAPWATERTEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, ITEMLOGIC_MAPSPIRITTEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, ITEMLOGIC_MAPSHADOWTEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, ITEMLOGIC_MAPBOTTOMOFTHEWELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, ITEMLOGIC_MAPICECAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, ITEMLOGIC_COMPASSDEKUTREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DEKU_TREE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, ITEMLOGIC_COMPASSDODONGOSCAVERN, RHT_DODONGOS_CAVERN_COMPASS,RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DODONGOS_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, ITEMLOGIC_COMPASSJABUJABUSBELLY, RHT_JABU_JABUS_BELLY_COMPASS,RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_JABU_JABUS_BELLY_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, ITEMLOGIC_COMPASSFORESTTEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, ITEMLOGIC_COMPASSFIRETEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, ITEMLOGIC_COMPASSWATERTEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, ITEMLOGIC_COMPASSSPIRITTEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, ITEMLOGIC_COMPASSSHADOWTEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, ITEMLOGIC_COMPASSBOTTOMOFTHEWELL, RHT_BOTTOM_OF_THE_WELL_COMPASS,RG_BOTTOM_OF_THE_WELL_COMPASS,OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, ITEMLOGIC_COMPASSICECAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_ICE_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); // Boss Keys - itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, ITEMLOGIC_BOSSKEYFORESTTEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, ITEMLOGIC_BOSSKEYFIRETEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, ITEMLOGIC_BOSSKEYWATERTEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, ITEMLOGIC_BOSSKEYSPIRITTEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, ITEMLOGIC_BOSSKEYSHADOWTEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, ITEMLOGIC_BOSSKEYGANONSCASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, ITEMLOGIC_FORESTTEMPLEKEYS, RHT_FOREST_TEMPLE_SMALL_KEY,RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, ITEMLOGIC_FIRETEMPLEKEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, ITEMLOGIC_WATERTEMPLEKEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, ITEMLOGIC_SPIRITTEMPLEKEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY,RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, ITEMLOGIC_SHADOWTEMPLEKEYS, RHT_SHADOW_TEMPLE_SMALL_KEY,RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, ITEMLOGIC_BOTTOMOFTHEWELLKEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY,RG_BOTTOM_OF_THE_WELL_SMALL_KEY,OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, ITEMLOGIC_GERUDOTRAININGGROUNDSKEYS, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY,RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY,OBJECT_GI_KEY,GID_KEY_SMALL,TEXT_RANDOMIZER_CUSTOM_ITEM,0x80, CHEST_ANIM_SHORT,ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY, RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, ITEMLOGIC_GERUDOFORTRESSKEYS, RHT_GERUDO_FORTRESS_SMALL_KEY,RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, ITEMLOGIC_GANONSCASTLEKEYS, RHT_GANONS_CASTLE_SMALL_KEY,RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, ITEMLOGIC_TREASUREGAMEKEYS, RHT_TREASURE_GAME_SMALL_KEY,ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); + itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); // Key Rings - itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, ITEMLOGIC_FORESTTEMPLEKEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, ITEMLOGIC_FIRETEMPLEKEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, ITEMLOGIC_WATERTEMPLEKEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, ITEMLOGIC_SPIRITTEMPLEKEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, ITEMLOGIC_SHADOWTEMPLEKEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, ITEMLOGIC_BOTTOMOFTHEWELLKEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING,RG_BOTTOM_OF_THE_WELL_KEY_RING,OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, ITEMLOGIC_GERUDOTRAININGGROUNDSKEYS, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING,RG_GERUDO_TRAINING_GROUNDS_KEY_RING,OBJECT_GI_KEY,GID_KEY_SMALL,TEXT_RANDOMIZER_CUSTOM_ITEM,0x80, CHEST_ANIM_SHORT,ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING, RG_GERUDO_TRAINING_GROUNDS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, ITEMLOGIC_GERUDOFORTRESSKEYS, RHT_GERUDO_FORTRESS_KEY_RING,RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, ITEMLOGIC_GANONSCASTLEKEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); // Dungeon Rewards - itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, ITEMLOGIC_KOKIRIEMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_RUBY] = Item(RG_GORON_RUBY, Text{ "Goron's Ruby", "Rubis Goron", "Goronen-Rubin" }, ITEMTYPE_DUNGEONREWARD, 0xCC, true, ITEMLOGIC_GORONRUBY, RHT_GORON_RUBY, ITEM_GORON_RUBY, OBJECT_GI_JEWEL, GID_GORON_RUBY, 0x81, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ZORA_SAPPHIRE] = Item(RG_ZORA_SAPPHIRE, Text{ "Zora's Sapphire", "Saphir Zora", "Zora-Saphir" }, ITEMTYPE_DUNGEONREWARD, 0xCD, true, ITEMLOGIC_ZORASAPPHIRE, RHT_ZORA_SAPPHIRE, ITEM_ZORA_SAPPHIRE, OBJECT_GI_JEWEL, GID_ZORA_SAPPHIRE, 0x82, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FOREST_MEDALLION] = Item(RG_FOREST_MEDALLION, Text{ "Forest Medallion", "Médaillon de la Forêt", "Wald Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCE, true, ITEMLOGIC_FORESTMEDALLION, RHT_FOREST_MEDALLION, ITEM_MEDALLION_FOREST, OBJECT_GI_MEDAL, GID_MEDALLION_FOREST,0x3E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FIRE_MEDALLION] = Item(RG_FIRE_MEDALLION, Text{ "Fire Medallion", "Médaillon du Feu", "Feuer Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCF, true, ITEMLOGIC_FIREMEDALLION, RHT_FIRE_MEDALLION, ITEM_MEDALLION_FIRE, OBJECT_GI_MEDAL, GID_MEDALLION_FIRE, 0x3C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_WATER_MEDALLION] = Item(RG_WATER_MEDALLION, Text{ "Water Medallion", "Médaillon de l'Eau", "Wasser Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD0, true, ITEMLOGIC_WATERMEDALLION, RHT_WATER_MEDALLION, ITEM_MEDALLION_WATER, OBJECT_GI_MEDAL, GID_MEDALLION_WATER,0x3D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SPIRIT_MEDALLION] = Item(RG_SPIRIT_MEDALLION, Text{ "Spirit Medallion", "Médaillon de l'Esprit", "Geist Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD1, true, ITEMLOGIC_SPIRITMEDALLION, RHT_SPIRIT_MEDALLION, ITEM_MEDALLION_SPIRIT, OBJECT_GI_MEDAL, GID_MEDALLION_SPIRIT,0x3F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SHADOW_MEDALLION] = Item(RG_SHADOW_MEDALLION, Text{ "Shadow Medallion", "Médaillon de l'Ombre", "Schatten Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD2, true, ITEMLOGIC_SHADOWMEDALLION, RHT_SHADOW_MEDALLION, ITEM_MEDALLION_SHADOW, OBJECT_GI_MEDAL, GID_MEDALLION_SHADOW,0x41, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LIGHT_MEDALLION] = Item(RG_LIGHT_MEDALLION, Text{ "Light Medallion", "Médaillon de la Lumière", "Licht Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD3, true, ITEMLOGIC_LIGHTMEDALLION, RHT_LIGHT_MEDALLION, ITEM_MEDALLION_LIGHT, OBJECT_GI_MEDAL, GID_MEDALLION_LIGHT,0x40, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, LOGIC_KOKIRI_EMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_RUBY] = Item(RG_GORON_RUBY, Text{ "Goron's Ruby", "Rubis Goron", "Goronen-Rubin" }, ITEMTYPE_DUNGEONREWARD, 0xCC, true, LOGIC_GORON_RUBY, RHT_GORON_RUBY, ITEM_GORON_RUBY, OBJECT_GI_JEWEL, GID_GORON_RUBY, 0x81, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZORA_SAPPHIRE] = Item(RG_ZORA_SAPPHIRE, Text{ "Zora's Sapphire", "Saphir Zora", "Zora-Saphir" }, ITEMTYPE_DUNGEONREWARD, 0xCD, true, LOGIC_ZORA_SAPPHIRE, RHT_ZORA_SAPPHIRE, ITEM_ZORA_SAPPHIRE, OBJECT_GI_JEWEL, GID_ZORA_SAPPHIRE, 0x82, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FOREST_MEDALLION] = Item(RG_FOREST_MEDALLION, Text{ "Forest Medallion", "Médaillon de la Forêt", "Wald Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCE, true, LOGIC_FOREST_MEDALLION, RHT_FOREST_MEDALLION, ITEM_MEDALLION_FOREST, OBJECT_GI_MEDAL, GID_MEDALLION_FOREST,0x3E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FIRE_MEDALLION] = Item(RG_FIRE_MEDALLION, Text{ "Fire Medallion", "Médaillon du Feu", "Feuer Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCF, true, LOGIC_FIRE_MEDALLION, RHT_FIRE_MEDALLION, ITEM_MEDALLION_FIRE, OBJECT_GI_MEDAL, GID_MEDALLION_FIRE, 0x3C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_WATER_MEDALLION] = Item(RG_WATER_MEDALLION, Text{ "Water Medallion", "Médaillon de l'Eau", "Wasser Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD0, true, LOGIC_WATER_MEDALLION, RHT_WATER_MEDALLION, ITEM_MEDALLION_WATER, OBJECT_GI_MEDAL, GID_MEDALLION_WATER,0x3D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SPIRIT_MEDALLION] = Item(RG_SPIRIT_MEDALLION, Text{ "Spirit Medallion", "Médaillon de l'Esprit", "Geist Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD1, true, LOGIC_SPIRIT_MEDALLION, RHT_SPIRIT_MEDALLION, ITEM_MEDALLION_SPIRIT, OBJECT_GI_MEDAL, GID_MEDALLION_SPIRIT,0x3F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SHADOW_MEDALLION] = Item(RG_SHADOW_MEDALLION, Text{ "Shadow Medallion", "Médaillon de l'Ombre", "Schatten Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD2, true, LOGIC_SHADOW_MEDALLION, RHT_SHADOW_MEDALLION, ITEM_MEDALLION_SHADOW, OBJECT_GI_MEDAL, GID_MEDALLION_SHADOW,0x41, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LIGHT_MEDALLION] = Item(RG_LIGHT_MEDALLION, Text{ "Light Medallion", "Médaillon de la Lumière", "Licht Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD3, true, LOGIC_LIGHT_MEDALLION, RHT_LIGHT_MEDALLION, ITEM_MEDALLION_LIGHT, OBJECT_GI_MEDAL, GID_MEDALLION_LIGHT,0x40, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Generic Items - itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, ITEMLOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüne Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, ITEMLOGIC_NONE, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, ITEMLOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blaue Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, ITEMLOGIC_NONE, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Rote Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, ITEMLOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Lila Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, ITEMLOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesige Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, ITEMLOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, ITEMLOGIC_PIECEOFHEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herz-Container" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2,true, ITEMLOGIC_HEARTCONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, ITEMLOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Pez" }, ITEMTYPE_ITEM, GI_FISH, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüne Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, LOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blaue Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, LOGIC_NONE, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Rote Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, LOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Lila Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, LOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesige Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herz-Container" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2,true, LOGIC_HEART_CONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, LOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Pez" }, ITEMTYPE_ITEM, GI_FISH, false, LOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); // Refills - itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, ITEMLOGIC_NONE, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBS_10] = Item(RG_BOMBS_10, Text{ "Bombs (10)", "Bombes (10)", "Bomben (10)" }, ITEMTYPE_REFILL, GI_BOMBS_10, false, ITEMLOGIC_NONE, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBS_20] = Item(RG_BOMBS_20, Text{ "Bombs (20)", "Bombes (20)", "Bomben (20)" }, ITEMTYPE_REFILL, GI_BOMBS_20, false, ITEMLOGIC_NONE, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_5] = Item(RG_BOMBCHU_5, Text{ "Bombchus (5)", "Missiles (5)", "Bombchus (5)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_5, true, ITEMLOGIC_BOMBCHUS5, RHT_BOMBCHU_5, ITEM_BOMBCHUS_5, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_10] = Item(RG_BOMBCHU_10, Text{ "Bombchus (10)", "Missiles (10)", "Bombchus (10)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_10, true, ITEMLOGIC_BOMBCHUS10, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_20] = Item(RG_BOMBCHU_20, Text{ "Bombchus (20)", "Missiles (20)", "Bombchus (20)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_20, true, ITEMLOGIC_BOMBCHUS20, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_DROP] = Item(RG_BOMBCHU_DROP, Text{ "Bombchu Drop", "Drop Missiles", "Bombchus" }, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, ITEMLOGIC_BOMBCHUDROP, RHT_NONE, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_5] = Item(RG_ARROWS_5, Text{ "Arrows (5)", "Flèches (5)", "Pfeile (5)" }, ITEMTYPE_REFILL, GI_ARROWS_SMALL, false, ITEMLOGIC_NONE, RHT_ARROWS_5, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_10] = Item(RG_ARROWS_10, Text{ "Arrows (10)", "Flèches (10)", "Pfeile (10)" }, ITEMTYPE_REFILL, GI_ARROWS_MEDIUM, false, ITEMLOGIC_NONE, RHT_ARROWS_10, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, ITEMLOGIC_NONE, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, ITEMLOGIC_NONE, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, ITEMLOGIC_NONE, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, ITEMLOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stick (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, ITEMLOGIC_NONE, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, ITEMLOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, LOGIC_NONE, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_10] = Item(RG_BOMBS_10, Text{ "Bombs (10)", "Bombes (10)", "Bomben (10)" }, ITEMTYPE_REFILL, GI_BOMBS_10, false, LOGIC_NONE, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_20] = Item(RG_BOMBS_20, Text{ "Bombs (20)", "Bombes (20)", "Bomben (20)" }, ITEMTYPE_REFILL, GI_BOMBS_20, false, LOGIC_NONE, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_5] = Item(RG_BOMBCHU_5, Text{ "Bombchus (5)", "Missiles (5)", "Bombchus (5)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_5, true, LOGIC_BOMBCHUS_5, RHT_BOMBCHU_5, ITEM_BOMBCHUS_5, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_10] = Item(RG_BOMBCHU_10, Text{ "Bombchus (10)", "Missiles (10)", "Bombchus (10)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_10, true, LOGIC_BOMBCHUS_10, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_20] = Item(RG_BOMBCHU_20, Text{ "Bombchus (20)", "Missiles (20)", "Bombchus (20)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_20, true, LOGIC_BOMBCHUS_20, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_DROP] = Item(RG_BOMBCHU_DROP, Text{ "Bombchu Drop", "Drop Missiles", "Bombchus" }, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, LOGIC_BOMBCHU_DROP, RHT_NONE, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_5] = Item(RG_ARROWS_5, Text{ "Arrows (5)", "Flèches (5)", "Pfeile (5)" }, ITEMTYPE_REFILL, GI_ARROWS_SMALL, false, LOGIC_NONE, RHT_ARROWS_5, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_10] = Item(RG_ARROWS_10, Text{ "Arrows (10)", "Flèches (10)", "Pfeile (10)" }, ITEMTYPE_REFILL, GI_ARROWS_MEDIUM, false, LOGIC_NONE, RHT_ARROWS_10, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, LOGIC_NONE, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, LOGIC_NONE, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, LOGIC_NONE, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, LOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stick (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, LOGIC_NONE, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_RED, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); // Treasure Game - itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhen-Minispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, ITEMLOGIC_PIECEOFHEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE,false, ITEMLOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhen-Minispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE,false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); // Shop - itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuss kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, ITEMLOGIC_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15); - itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, ITEMLOGIC_BUYARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60); - itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, ITEMLOGIC_BUYARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90); - itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25); - itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuss kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, ITEMLOGIC_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stick kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, ITEMLOGIC_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); - itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, ITEMLOGIC_FISHACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200); - itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, ITEMLOGIC_BUYMAGICPOTION, RHT_BOTTLE_WITH_GREEN_POTION,ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, ITEMLOGIC_BUYMAGICPOTION, RHT_BOTTLE_WITH_BLUE_POTION,ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100); - itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylianischer Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, ITEMLOGIC_HYLIANSHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80); - itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, ITEMLOGIC_DEKUSHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40); - itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, ITEMLOGIC_GORONTUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200); - itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, ITEMLOGIC_ZORATUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300); - itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, ITEMLOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); - itemTable[RG_BUY_BOMBCHU_10] = Item(RG_BUY_BOMBCHU_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Bomchu kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, ITEMLOGIC_BUYBOMBCHUS, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99); - itemTable[RG_BUY_BOMBCHU_20] = Item(RG_BUY_BOMBCHU_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Bomchu kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, ITEMLOGIC_BUYBOMBCHUS, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180); - itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, ITEMLOGIC_BUYSEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, ITEMLOGIC_NONE, RHT_NONE, false, 0); - itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, ITEMLOGIC_BLUEFIREACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300); - itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, ITEMLOGIC_BUGSACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, ITEMLOGIC_FAIRYACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, ITEMLOGIC_BUYARROW, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20); - itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80); - itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120); - itemTable[RG_BUY_BOMBS_535] = Item(RG_BUY_BOMBS_535, Text{ "Buy Bombs (5) [35]", "Acheter: Bombes (5) [35]", "Bomben kaufen (5) [35]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, ITEMLOGIC_BUYBOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 35); - itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40); - itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, ITEMLOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuss kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15); + itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60); + itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90); + itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25); + itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuss kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, LOGIC_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stick kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, LOGIC_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); + itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, LOGIC_BUY_BOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, LOGIC_FISH_ACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200); + itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_GREEN_POTION, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_BLUE_POTION, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100); + itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylianischer Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80); + itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40); + itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200); + itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300); + itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); + itemTable[RG_BUY_BOMBCHU_10] = Item(RG_BUY_BOMBCHU_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Bomchu kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99); + itemTable[RG_BUY_BOMBCHU_20] = Item(RG_BUY_BOMBCHU_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Bomchu kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180); + itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, LOGIC_NONE, RHT_NONE, false, 0); + itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, LOGIC_BLUE_FIRE_ACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300); + itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, LOGIC_FAIRY_ACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, LOGIC_BUY_ARROW, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20); + itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80); + itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120); + itemTable[RG_BUY_BOMBS_535] = Item(RG_BUY_BOMBS_535, Text{ "Buy Bombs (5) [35]", "Acheter: Bombes (5) [35]", "Bomben kaufen (5) [35]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 35); + itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40); + itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); // Misc. - itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, ITEMLOGIC_CANSUMMONGOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, LOGIC_CAN_SUMMON_GOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GOHMA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, ITEMLOGIC_CANSUMMONKINGDODONGO,RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, LOGIC_CAN_SUMMON_KINGDODONGO, RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_KING_DODONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, ITEMLOGIC_CANSUMMONBARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, LOGIC_CAN_SUMMON_BARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BARINADE_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, ITEMLOGIC_CANSUMMONPHANTOMGANON,RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, LOGIC_CAN_SUMMON_PHANTOMGANON, RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_PHANTOM_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, ITEMLOGIC_CANSUMMONVOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, LOGIC_CAN_SUMMON_VOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_VOLVAGIA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, ITEMLOGIC_CANSUMMONMORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MORPHA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, ITEMLOGIC_CANSUMMONBONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, LOGIC_CAN_SUMMON_BONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BONGO_BONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, ITEMLOGIC_CANSUMMONTWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, LOGIC_CAN_SUMMON_TWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_TWINROVA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, ITEMLOGIC_CANSUMMONGANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, LOGIC_CAN_SUMMON_GANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, ITEMLOGIC_FISHINGPOLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI); - itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINAABUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_A_BUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_A_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACUPBUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_UP_BUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_UP_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACDOWNBUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_DOWN_BUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_DOWN_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACLEFTBUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_LEFT_BUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_LEFT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, ITEMLOGIC_OCARINACRIGHTBUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale); - itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, ITEMLOGIC_NONE, RHT_NONE); - itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, ITEMLOGIC_NONE, RHT_NONE); + itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE); + itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_NONE, RHT_NONE); // Individual stages of progressive items (only here for GetItemEntry purposes, not for use in seed gen) - itemTable[RG_HOOKSHOT] = Item(RG_HOOKSHOT, Text{ "Hookshot", "Grappin", "Fanghaken" }, ITEMTYPE_ITEM, GI_HOOKSHOT, true, ITEMLOGIC_PROGRESSIVEHOOKSHOT, RHT_HOOKSHOT, ITEM_HOOKSHOT, OBJECT_GI_HOOKSHOT, GID_HOOKSHOT, 0x36, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LONGSHOT] = Item(RG_LONGSHOT, Text{ "Longshot", "Super-Grappin", "Enterhaken" }, ITEMTYPE_ITEM, GI_LONGSHOT, true, ITEMLOGIC_PROGRESSIVEHOOKSHOT, RHT_LONGSHOT, ITEM_LONGSHOT, OBJECT_GI_HOOKSHOT, GID_LONGSHOT, 0x4F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FAIRY_OCARINA] = Item(RG_FAIRY_OCARINA, Text{ "Fairy Ocarina", "Ocarina des fées", "Feen-Okarina" }, ITEMTYPE_ITEM, GI_OCARINA_FAIRY, true, ITEMLOGIC_PROGRESSIVEOCARINA, RHT_FAIRY_OCARINA, ITEM_OCARINA_FAIRY, OBJECT_GI_OCARINA_0, GID_OCARINA_FAIRY, 0x4A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, ITEMLOGIC_PROGRESSIVEOCARINA, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, ITEMLOGIC_PROGRESSIVEBOMBBAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, ITEMLOGIC_PROGRESSIVEBOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Großer Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, ITEMLOGIC_PROGRESSIVEBULLETBAG,RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, ITEMTYPE_ITEM, GI_BRACELET, true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberne Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER,true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER,0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldene Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, ITEMLOGIC_PROGRESSIVESTRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Skala" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, ITEMLOGIC_PROGRESSIVESCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Skala" }, ITEMTYPE_ITEM, GI_SCALE_GOLD, true, ITEMLOGIC_PROGRESSIVESCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsene Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Reiche Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Bourse de Magnat", "Reiche Geldbörse" },/*FIXME: still says tycoon in french & german*/ ITEMTYPE_ITEM, RG_CHILD_WALLET, true, ITEMLOGIC_PROGRESSIVEWALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku Nuss Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, false, ITEMLOGIC_NONE, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku Nuss Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, false, ITEMLOGIC_NONE, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku Stick Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20,false, ITEMLOGIC_NONE, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku Stick Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30,false, ITEMLOGIC_NONE, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, ITEMLOGIC_PROGRESSIVEMAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbesserte Magieanzeige" }, ITEMTYPE_ITEM, 0x8A, true, ITEMLOGIC_PROGRESSIVEMAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce Piece" }, ITEMTYPE_ITEM, 0xDF, true, ITEMLOGIC_TRIFORCEPIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_HOOKSHOT] = Item(RG_HOOKSHOT, Text{ "Hookshot", "Grappin", "Fanghaken" }, ITEMTYPE_ITEM, GI_HOOKSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_HOOKSHOT, ITEM_HOOKSHOT, OBJECT_GI_HOOKSHOT, GID_HOOKSHOT, 0x36, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LONGSHOT] = Item(RG_LONGSHOT, Text{ "Longshot", "Super-Grappin", "Enterhaken" }, ITEMTYPE_ITEM, GI_LONGSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_LONGSHOT, ITEM_LONGSHOT, OBJECT_GI_HOOKSHOT, GID_LONGSHOT, 0x4F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FAIRY_OCARINA] = Item(RG_FAIRY_OCARINA, Text{ "Fairy Ocarina", "Ocarina des fées", "Feen-Okarina" }, ITEMTYPE_ITEM, GI_OCARINA_FAIRY, true, LOGIC_PROGRESSIVE_OCARINA, RHT_FAIRY_OCARINA, ITEM_OCARINA_FAIRY, OBJECT_GI_OCARINA_0, GID_OCARINA_FAIRY, 0x4A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, LOGIC_PROGRESSIVE_OCARINA, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, LOGIC_PROGRESSIVE_BOW, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, LOGIC_PROGRESSIVE_BOW, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, LOGIC_PROGRESSIVE_BOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Großer Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, ITEMTYPE_ITEM, GI_BRACELET, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberne Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER,true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldene Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Skala" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Skala" }, ITEMTYPE_ITEM, GI_SCALE_GOLD, true, LOGIC_PROGRESSIVE_SCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsene Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Reiche Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Bourse de Magnat", "Reiche Geldbörse" },/*FIXME: still says tycoon in french & german*/ ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku Nuss Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, false, LOGIC_NONE, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku Nuss Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, false, LOGIC_NONE, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku Stick Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20,false, LOGIC_NONE, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku Stick Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30,false, LOGIC_NONE, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbesserte Magieanzeige" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce Piece" }, ITEMTYPE_ITEM, 0xDF, true, LOGIC_TRIFORCE_PIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); // Init itemNameToEnum for (auto& item : itemTable) { diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 6dbea22dea2..e870dd70537 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -448,11 +448,11 @@ namespace Rando { ZeldasLetter = HasItem(RG_ZELDAS_LETTER); WeirdEgg = CanUse(RG_WEIRD_EGG); Bombchus = HasItem(RG_PROGRESSIVE_BOMBCHUS); - BuySeed = GetInLogic(ITEMLOGIC_BUYSEED); - BuyArrow = GetInLogic(ITEMLOGIC_BUYARROW); - BuyBomb = GetInLogic(ITEMLOGIC_BUYBOMB); - BuyMagicPotion = GetInLogic(ITEMLOGIC_BUYMAGICPOTION); - BuyBombchus = GetInLogic(ITEMLOGIC_BUYBOMBCHUS); + BuySeed = GetInLogic(LOGIC_BUY_SEED); + BuyArrow = GetInLogic(LOGIC_BUY_ARROW); + BuyBomb = GetInLogic(LOGIC_BUY_BOMB); + BuyMagicPotion = GetInLogic(LOGIC_BUY_MAGIC_POTION); + BuyBombchus = GetInLogic(LOGIC_BUY_BOMBCHUS); MagicBean = ctx->GetAmmo(ITEM_BEAN) > 0; RutosLetter = CanUse(RG_RUTOS_LETTER); Boomerang = CanUse(RG_BOOMERANG); @@ -546,9 +546,9 @@ namespace Rando { //Drop Access DekuStickDrop = StickPot || DekuBabaSticks; DekuNutDrop = (NutPot || NutCrate || DekuBabaNuts) && AmmoCanDrop; - BugsAccess = BugShrub || WanderingBugs || BugRock || GetInLogic(ITEMLOGIC_BUGSACCESS); - FishAccess = LoneFish || FishGroup || GetInLogic(ITEMLOGIC_FISHACCESS); - FairyAccess = FairyPot || GossipStoneFairy || BeanPlantFairy || ButterflyFairy || FreeFairies || FairyPond || GetInLogic(ITEMLOGIC_FAIRYACCESS); + BugsAccess = BugShrub || WanderingBugs || BugRock || GetInLogic(LOGIC_BUGS_ACCESS); + FishAccess = LoneFish || FishGroup || GetInLogic(LOGIC_FISH_ACCESS); + FairyAccess = FairyPot || GossipStoneFairy || BeanPlantFairy || ButterflyFairy || FreeFairies || FairyPond || GetInLogic(LOGIC_FAIRY_ACCESS); //refills @@ -556,7 +556,7 @@ namespace Rando { Nuts = DekuNutDrop || HasItem(RG_NUTS); Sticks = DekuStickDrop || HasItem(RG_STICKS); Bugs = HasBottle && BugsAccess; - BlueFireAccess = BlueFireAccess || GetInLogic(ITEMLOGIC_BLUEFIREACCESS); + BlueFireAccess = BlueFireAccess || GetInLogic(LOGIC_BLUE_FIRE_ACCESS); BlueFire = (HasBottle && BlueFireAccess) || (ctx->GetOption(RSK_BLUE_FIRE_ARROWS) && CanUse(RG_ICE_ARROWS)); Fish = HasBottle && FishAccess; Fairy = HasBottle && FairyAccess; @@ -762,11 +762,11 @@ namespace Rando { ctx = _ctx; } - bool Logic::GetInLogic(ItemLogic logicVar) { + bool Logic::GetInLogic(LogicVal logicVar) { return std::find(inLogic.begin(), inLogic.end(), logicVar) != inLogic.end(); } - void Logic::SetInLogic(ItemLogic logicVar, bool remove) { + void Logic::SetInLogic(LogicVal logicVar, bool remove) { auto it = std::find(inLogic.begin(), inLogic.end(), logicVar); if (it == inLogic.end() && !remove) { inLogic.push_back(logicVar); diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index af34fd2b87f..5d908b42a1d 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -428,13 +428,13 @@ class Logic { uint8_t BottleCount(); void Reset(); void SetContext(std::shared_ptr _ctx); - bool GetInLogic(ItemLogic logicVar); - void SetInLogic(ItemLogic logicVar, bool remove); + bool GetInLogic(LogicVal logicVar); + void SetInLogic(LogicVal logicVar, bool remove); private: static bool IsMagicItem(RandomizerGet item); static bool IsMagicArrow(RandomizerGet item); std::shared_ptr ctx; - std::vector inLogic; + std::vector inLogic; }; // class Logic } // namespace Rando \ No newline at end of file diff --git a/soh/soh/Enhancements/randomizer/randomizerTypes.h b/soh/soh/Enhancements/randomizer/randomizerTypes.h index e791c193b96..6b895a2c209 100644 --- a/soh/soh/Enhancements/randomizer/randomizerTypes.h +++ b/soh/soh/Enhancements/randomizer/randomizerTypes.h @@ -54,150 +54,150 @@ typedef enum { } HintType; typedef enum { - ITEMLOGIC_NONE, - ITEMLOGIC_KOKIRISWORD, - ITEMLOGIC_MASTERSWORD, - ITEMLOGIC_BIGGORONSWORD, - ITEMLOGIC_DEKUSHIELD, - ITEMLOGIC_HYLIANSHIELD, - ITEMLOGIC_MIRRORSHIELD, - ITEMLOGIC_GORONTUNIC, - ITEMLOGIC_ZORATUNIC, - ITEMLOGIC_IRONBOOTS, - ITEMLOGIC_HOVERBOOTS, - ITEMLOGIC_BOOMERANG, - ITEMLOGIC_LENSOFTRUTH, - ITEMLOGIC_HAMMER, - ITEMLOGIC_SHARDOFAGONY, - ITEMLOGIC_DINSFIRE, - ITEMLOGIC_FARORESWIND, - ITEMLOGIC_NAYRUSLOVE, - ITEMLOGIC_FIREARROWS, - ITEMLOGIC_ICEARROWS, - ITEMLOGIC_LIGHTARROWS, - ITEMLOGIC_GERUDOTOKEN, - ITEMLOGIC_MAGICBEAN, - ITEMLOGIC_MAGICBEANPACK, - ITEMLOGIC_DOUBLEDEFENSE, - ITEMLOGIC_WEIRDEGG, - ITEMLOGIC_ZELDASLETTER, - ITEMLOGIC_POCKETEGG, - ITEMLOGIC_COJIRO, - ITEMLOGIC_ODDMUSHROOM, - ITEMLOGIC_ODDPOULTICE, - ITEMLOGIC_POACHERSSAW, - ITEMLOGIC_BROKENSWORD, - ITEMLOGIC_PRESCRIPTION, - ITEMLOGIC_EYEBALLFROG, - ITEMLOGIC_EYEDROPS, - ITEMLOGIC_CLAIMCHECK, - ITEMLOGIC_GOLDSKULLTULATOKENS, - ITEMLOGIC_PROGRESSIVEHOOKSHOT, - ITEMLOGIC_PROGRESSIVESTRENGTH, - ITEMLOGIC_PROGRESSIVEBOMBBAG, - ITEMLOGIC_PROGRESSIVEBOW, - ITEMLOGIC_PROGRESSIVEBULLETBAG, - ITEMLOGIC_PROGRESSIVEWALLET, - ITEMLOGIC_PROGRESSIVESCALE, - ITEMLOGIC_BOMBCHUS, - ITEMLOGIC_PROGRESSIVEMAGIC, - ITEMLOGIC_PROGRESSIVEOCARINA, - ITEMLOGIC_PROGRESSIVEGIANTKNIFE, - ITEMLOGIC_BOTTLES, - ITEMLOGIC_RUTOSLETTER, - ITEMLOGIC_BOTTLEWITHBIGPOE, - ITEMLOGIC_ZELDASLULLABY, - ITEMLOGIC_EPONASSONG, - ITEMLOGIC_SARIASSONG, - ITEMLOGIC_SUNSSONG, - ITEMLOGIC_SONGOFTIME, - ITEMLOGIC_SONGOFSTORMS, - ITEMLOGIC_MINUETOFFOREST, - ITEMLOGIC_BOLEROOFFIRE, - ITEMLOGIC_SERENADEOFWATER, - ITEMLOGIC_NOCTURNEOFSHADOW, - ITEMLOGIC_REQUIEMOFSPIRIT, - ITEMLOGIC_PRELUDEOFLIGHT, - ITEMLOGIC_MAPDEKUTREE, - ITEMLOGIC_MAPDODONGOSCAVERN, - ITEMLOGIC_MAPJABUJABUSBELLY, - ITEMLOGIC_MAPFORESTTEMPLE, - ITEMLOGIC_MAPFIRETEMPLE, - ITEMLOGIC_MAPWATERTEMPLE, - ITEMLOGIC_MAPSPIRITTEMPLE, - ITEMLOGIC_MAPSHADOWTEMPLE, - ITEMLOGIC_MAPBOTTOMOFTHEWELL, - ITEMLOGIC_MAPICECAVERN, - ITEMLOGIC_COMPASSDEKUTREE, - ITEMLOGIC_COMPASSDODONGOSCAVERN, - ITEMLOGIC_COMPASSJABUJABUSBELLY, - ITEMLOGIC_COMPASSFORESTTEMPLE, - ITEMLOGIC_COMPASSFIRETEMPLE, - ITEMLOGIC_COMPASSWATERTEMPLE, - ITEMLOGIC_COMPASSSPIRITTEMPLE, - ITEMLOGIC_COMPASSSHADOWTEMPLE, - ITEMLOGIC_COMPASSBOTTOMOFTHEWELL, - ITEMLOGIC_COMPASSICECAVERN, - ITEMLOGIC_BOSSKEYFORESTTEMPLE, - ITEMLOGIC_BOSSKEYFIRETEMPLE, - ITEMLOGIC_BOSSKEYWATERTEMPLE, - ITEMLOGIC_BOSSKEYSPIRITTEMPLE, - ITEMLOGIC_BOSSKEYSHADOWTEMPLE, - ITEMLOGIC_BOSSKEYGANONSCASTLE, - ITEMLOGIC_FORESTTEMPLEKEYS, - ITEMLOGIC_FIRETEMPLEKEYS, - ITEMLOGIC_WATERTEMPLEKEYS, - ITEMLOGIC_SPIRITTEMPLEKEYS, - ITEMLOGIC_SHADOWTEMPLEKEYS, - ITEMLOGIC_BOTTOMOFTHEWELLKEYS, - ITEMLOGIC_GERUDOTRAININGGROUNDSKEYS, - ITEMLOGIC_GERUDOFORTRESSKEYS, - ITEMLOGIC_GANONSCASTLEKEYS, - ITEMLOGIC_TREASUREGAMEKEYS, - ITEMLOGIC_KOKIRIEMERALD, - ITEMLOGIC_GORONRUBY, - ITEMLOGIC_ZORASAPPHIRE, - ITEMLOGIC_FORESTMEDALLION, - ITEMLOGIC_FIREMEDALLION, - ITEMLOGIC_WATERMEDALLION, - ITEMLOGIC_SPIRITMEDALLION, - ITEMLOGIC_SHADOWMEDALLION, - ITEMLOGIC_LIGHTMEDALLION, - ITEMLOGIC_GREG, - ITEMLOGIC_PIECEOFHEART, - ITEMLOGIC_HEARTCONTAINER, - ITEMLOGIC_BOMBCHUS5, - ITEMLOGIC_BOMBCHUS10, - ITEMLOGIC_BOMBCHUS20, - ITEMLOGIC_BOMBCHUDROP, - ITEMLOGIC_NUTS, - ITEMLOGIC_BUYARROW, - ITEMLOGIC_BUYBOMB, - ITEMLOGIC_STICKS, - ITEMLOGIC_FISHACCESS, - ITEMLOGIC_BUYMAGICPOTION, - ITEMLOGIC_BUYBOMBCHUS, - ITEMLOGIC_BUYSEED, - ITEMLOGIC_BLUEFIREACCESS, - ITEMLOGIC_BUGSACCESS, - ITEMLOGIC_FAIRYACCESS, - ITEMLOGIC_CANSUMMONGOHMA, - ITEMLOGIC_CANSUMMONKINGDODONGO, - ITEMLOGIC_CANSUMMONBARINADE, - ITEMLOGIC_CANSUMMONPHANTOMGANON, - ITEMLOGIC_CANSUMMONVOLVAGIA, - ITEMLOGIC_CANSUMMONMORPHA, - ITEMLOGIC_CANSUMMONBONGOBONGO, - ITEMLOGIC_CANSUMMONTWINROVA, - ITEMLOGIC_CANSUMMONGANON, - ITEMLOGIC_FISHINGPOLE, - ITEMLOGIC_OCARINAABUTTON, - ITEMLOGIC_OCARINACUPBUTTON, - ITEMLOGIC_OCARINACDOWNBUTTON, - ITEMLOGIC_OCARINACLEFTBUTTON, - ITEMLOGIC_OCARINACRIGHTBUTTON, - ITEMLOGIC_TRIFORCEPIECES, -} ItemLogic; + LOGIC_NONE, + LOGIC_KOKIRI_SWORD, + LOGIC_MASTER_SWORD, + LOGIC_BIGGORON_SWORD, + LOGIC_DEKU_SHIELD, + LOGIC_HYLIAN_SHIELD, + LOGIC_MIRROR_SHIELD, + LOGIC_GORON_TUNIC, + LOGIC_ZORA_TUNIC, + LOGIC_IRON_BOOTS, + LOGIC_HOVER_BOOTS, + LOGIC_BOOMERANG, + LOGIC_LENS_OF_TRUTH, + LOGIC_HAMMER, + LOGIC_STONE_OF_AGONY, + LOGIC_DINS_FIRE, + LOGIC_FARORES_WIND, + LOGIC_NAYRUS_LOVE, + LOGIC_FIRE_ARROWS, + LOGIC_ICE_ARROWS, + LOGIC_LIGHT_ARROWS, + LOGIC_GERUDO_CARD, + LOGIC_MAGIC_BEAN, + LOGIC_MAGIC_BEANPACK, + LOGIC_DOUBLE_DEFENSE, + LOGIC_WEIRD_EGG, + LOGIC_ZELDAS_LETTER, + LOGIC_POCKET_EGG, + LOGIC_COJIRO, + LOGIC_ODD_MUSHROOM, + LOGIC_ODD_POULTICE, + LOGIC_POACHERS_SAW, + LOGIC_BROKEN_SWORD, + LOGIC_PRESCRIPTION, + LOGIC_EYEBALL_FROG, + LOGIC_EYEDROPS, + LOGIC_CLAIM_CHECK, + LOGIC_GOLD_SKULLTULA_TOKENS, + LOGIC_PROGRESSIVE_HOOKSHOT, + LOGIC_PROGRESSIVE_STRENGTH, + LOGIC_PROGRESSIVE_BOMB_BAG, + LOGIC_PROGRESSIVE_BOW, + LOGIC_PROGRESSIVE_BULLET_BAG, + LOGIC_PROGRESSIVE_WALLET, + LOGIC_PROGRESSIVE_SCALE, + LOGIC_BOMBCHUS, + LOGIC_PROGRESSIVE_MAGIC, + LOGIC_PROGRESSIVE_OCARINA, + LOGIC_PROGRESSIVE_GIANT_KNIFE, + LOGIC_BOTTLES, + LOGIC_RUTOS_LETTER, + LOGIC_BOTTLE_WITH_BIG_POE, + LOGIC_ZELDAS_LULLABY, + LOGIC_EPONAS_SONG, + LOGIC_SARIAS_SONG, + LOGIC_SUNS_SONG, + LOGIC_SONG_OF_TIME, + LOGIC_SONG_OF_STORMS, + LOGIC_MINUET_OF_FOREST, + LOGIC_BOLERO_OF_FIRE, + LOGIC_SERENADE_OF_WATER, + LOGIC_NOCTURNE_OF_SHADOW, + LOGIC_REQUIEM_OF_SPIRIT, + LOGIC_PRELUDE_OF_LIGHT, + LOGIC_MAP_DEKU_TREE, + LOGIC_MAP_DODONGOS_CAVERN, + LOGIC_MAP_JABU_JABUS_BELLY, + LOGIC_MAP_FOREST_TEMPLE, + LOGIC_MAP_FIRE_TEMPLE, + LOGIC_MAP_WATER_TEMPLE, + LOGIC_MAP_SPIRIT_TEMPLE, + LOGIC_MAP_SHADOW_TEMPLE, + LOGIC_MAP_BOTTOM_OF_THE_WELL, + LOGIC_MAP_ICE_CAVERN, + LOGIC_COMPASS_DEKU_TREE, + LOGIC_COMPASS_DODONGOS_CAVERN, + LOGIC_COMPASS_JABU_JABUS_BELLY, + LOGIC_COMPASS_FOREST_TEMPLE, + LOGIC_COMPASS_FIRE_TEMPLE, + LOGIC_COMPASS_WATER_TEMPLE, + LOGIC_COMPASS_SPIRIT_TEMPLE, + LOGIC_COMPASS_SHADOW_TEMPLE, + LOGIC_COMPASS_BOTTOM_OF_THE_WELL, + LOGIC_COMPASS_ICE_CAVERN, + LOGIC_BOSS_KEY_FOREST_TEMPLE, + LOGIC_BOSS_KEY_FIRE_TEMPLE, + LOGIC_BOSS_KEY_WATER_TEMPLE, + LOGIC_BOSS_KEY_SPIRIT_TEMPLE, + LOGIC_BOSS_KEY_SHADOW_TEMPLE, + LOGIC_BOSS_KEY_GANONS_CASTLE, + LOGIC_FOREST_TEMPLE_KEYS, + LOGIC_FIRE_TEMPLE_KEYS, + LOGIC_WATER_TEMPLE_KEYS, + LOGIC_SPIRIT_TEMPLE_KEYS, + LOGIC_SHADOW_TEMPLE_KEYS, + LOGIC_BOTTOM_OF_THE_WELL_KEYS, + LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, + LOGIC_GERUDO_FORTRESS_KEYS, + LOGIC_GANONS_CASTLE_KEYS, + LOGIC_TREASURE_GAME_KEYS, + LOGIC_KOKIRI_EMERALD, + LOGIC_GORON_RUBY, + LOGIC_ZORA_SAPPHIRE, + LOGIC_FOREST_MEDALLION, + LOGIC_FIRE_MEDALLION, + LOGIC_WATER_MEDALLION, + LOGIC_SPIRIT_MEDALLION, + LOGIC_SHADOW_MEDALLION, + LOGIC_LIGHT_MEDALLION, + LOGIC_GREG, + LOGIC_PIECE_OF_HEART, + LOGIC_HEART_CONTAINER, + LOGIC_BOMBCHUS_5, + LOGIC_BOMBCHUS_10, + LOGIC_BOMBCHUS_20, + LOGIC_BOMBCHU_DROP, + LOGIC_NUTS, + LOGIC_BUY_ARROW, + LOGIC_BUY_BOMB, + LOGIC_STICKS, + LOGIC_FISH_ACCESS, + LOGIC_BUY_MAGIC_POTION, + LOGIC_BUY_BOMBCHUS, + LOGIC_BUY_SEED, + LOGIC_BLUE_FIRE_ACCESS, + LOGIC_BUGS_ACCESS, + LOGIC_FAIRY_ACCESS, + LOGIC_CAN_SUMMON_GOHMA, + LOGIC_CAN_SUMMON_KINGDODONGO, + LOGIC_CAN_SUMMON_BARINADE, + LOGIC_CAN_SUMMON_PHANTOMGANON, + LOGIC_CAN_SUMMON_VOLVAGIA, + LOGIC_CAN_SUMMON_MORPHA, + LOGIC_CAN_SUMMON_BONGOBONGO, + LOGIC_CAN_SUMMON_TWINROVA, + LOGIC_CAN_SUMMON_GANON, + LOGIC_FISHING_POLE, + LOGIC_OCARINA_A_BUTTON, + LOGIC_OCARINA_C_UP_BUTTON, + LOGIC_OCARINA_C_DOWN_BUTTON, + LOGIC_OCARINA_C_LEFT_BUTTON, + LOGIC_OCARINA_C_RIGHT_BUTTON, + LOGIC_TRIFORCE_PIECES, +} LogicVal; typedef enum { RA_NONE, From b8e3c01cd42feb062483d010232b4b6cbd69cbec Mon Sep 17 00:00:00 2001 From: Malkierian Date: Mon, 15 Jul 2024 09:54:02 -0700 Subject: [PATCH 11/26] Bit more formatting. --- soh/soh/Enhancements/randomizer/item_list.cpp | 248 +++++++++--------- 1 file changed, 124 insertions(+), 124 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index b72a68dbd36..9ee76d602e6 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -12,171 +12,171 @@ std::unordered_map Rando::StaticData::itemNameToEnum void Rando::StaticData::InitItemTable() { auto logic = Context::GetInstance()->GetLogic(); - itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); - // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index - itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); + // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index + itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword); - itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, LOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, LOGIC_IRON_BOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, LOGIC_HOVER_BOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, LOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, LOGIC_LENS_OF_TRUTH, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, LOGIC_HAMMER, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_STONE_OF_AGONY, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, LOGIC_DINS_FIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, LOGIC_FARORES_WIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, LOGIC_NAYRUS_LOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, LOGIC_DOUBLE_DEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, LOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, LOGIC_IRON_BOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, LOGIC_HOVER_BOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, LOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, LOGIC_LENS_OF_TRUTH, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, LOGIC_HAMMER, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_STONE_OF_AGONY, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, LOGIC_DINS_FIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, LOGIC_FARORES_WIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, LOGIC_NAYRUS_LOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, LOGIC_DOUBLE_DEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DOUBLE_DEFENSE].SetCustomDrawFunc(Randomizer_DrawDoubleDefense); // Trade Quest Items - itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, LOGIC_WEIRD_EGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, LOGIC_ZELDAS_LETTER, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, LOGIC_POCKET_EGG, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, LOGIC_COJIRO, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, LOGIC_ODD_MUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, LOGIC_ODD_POULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, LOGIC_POACHERS_SAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, LOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, LOGIC_EYEBALL_FROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, LOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, LOGIC_CLAIM_CHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, LOGIC_WEIRD_EGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, LOGIC_ZELDAS_LETTER, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, LOGIC_POCKET_EGG, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, LOGIC_COJIRO, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, LOGIC_ODD_MUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, LOGIC_ODD_POULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, LOGIC_POACHERS_SAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, LOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, LOGIC_EYEBALL_FROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, LOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, LOGIC_CLAIM_CHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Skulltula Token - itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); + itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); // Progressive Items - itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); - itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true); - itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true); - itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true); - itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true); - itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true); - itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true); - itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, false, LOGIC_NONE, RHT_PROGRESSIVE_NUT_UPGRADE, true); - itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, false, LOGIC_NONE, RHT_PROGRESSIVE_STICK_UPGRADE, true); - itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); - itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); - itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true); - itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE,RHT_PROGRESSIVE_GORONSWORD, true); + itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); + itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true); + itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true); + itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true); + itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true); + itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true); + itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true); + itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, false, LOGIC_NONE, RHT_PROGRESSIVE_NUT_UPGRADE, true); + itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, false, LOGIC_NONE, RHT_PROGRESSIVE_STICK_UPGRADE, true); + itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); + itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); + itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true); + itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true); // Bottles - itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION,RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION,RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION, RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION, RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); // Songs - itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, LOGIC_ZELDAS_LULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, LOGIC_EPONAS_SONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, LOGIC_SARIAS_SONG, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, LOGIC_SUNS_SONG, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, LOGIC_SONG_OF_TIME, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, LOGIC_SONG_OF_STORMS, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, LOGIC_MINUET_OF_FOREST, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, LOGIC_BOLERO_OF_FIRE, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, LOGIC_SERENADE_OF_WATER, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, LOGIC_NOCTURNE_OF_SHADOW, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, LOGIC_REQUIEM_OF_SPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, LOGIC_PRELUDE_OF_LIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, LOGIC_ZELDAS_LULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, LOGIC_EPONAS_SONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, LOGIC_SARIAS_SONG, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, LOGIC_SUNS_SONG, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, LOGIC_SONG_OF_TIME, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, LOGIC_SONG_OF_STORMS, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, LOGIC_MINUET_OF_FOREST, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, LOGIC_BOLERO_OF_FIRE, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, LOGIC_SERENADE_OF_WATER, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, LOGIC_NOCTURNE_OF_SHADOW, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, LOGIC_REQUIEM_OF_SPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, LOGIC_PRELUDE_OF_LIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Maps and Compasses - itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DEKU_TREE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DODONGOS_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_JABU_JABUS_BELLY_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_ICE_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); // Boss Keys - itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY, RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY, RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); + itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); // Key Rings - itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING, RG_GERUDO_TRAINING_GROUNDS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING, RG_GERUDO_TRAINING_GROUNDS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); // Dungeon Rewards itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, LOGIC_KOKIRI_EMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); @@ -221,7 +221,7 @@ void Rando::StaticData::InitItemTable() { itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); // Treasure Game itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhen-Minispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE,false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE,false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); // Shop itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuss kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15); itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60); @@ -232,7 +232,7 @@ void Rando::StaticData::InitItemTable() { itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, LOGIC_BUY_BOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, LOGIC_FISH_ACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200); itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_GREEN_POTION, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_GREEN_POTION, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_BLUE_POTION, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100); itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylianischer Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80); itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40); From fd739ef31b9cb7c2be6f70c49fa3b19a68ece56e Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 16 Jul 2024 09:14:30 -0700 Subject: [PATCH 12/26] Couple review changes. --- soh/soh/Enhancements/randomizer/logic.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index e870dd70537..0ab79e8af6d 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -598,7 +598,7 @@ namespace Rando { CanRideEpona = IsAdult && Epona && CanUse(RG_EPONAS_SONG); CanSummonGossipFairyWithoutSuns = CanUse(RG_ZELDAS_LULLABY) || CanUse(RG_EPONAS_SONG) || CanUse(RG_SONG_OF_TIME); CanSummonGossipFairy = CanSummonGossipFairyWithoutSuns || CanUse(RG_SUNS_SONG); - Hearts = Hearts = ctx->GetSaveContext()->healthCapacity / 16; + Hearts = ctx->GetSaveContext()->healthCapacity / 16; EffectiveHealth = ((Hearts << (2 + DoubleDefense)) >> Multiplier) + ((Hearts << (2 + DoubleDefense)) % (1 << Multiplier) > 0); //Number of half heart hits to die, ranges from 1 to 160 FireTimer = CanUse(RG_GORON_TUNIC) ? 255 : (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS)) ? (Hearts * 8) : 0; WaterTimer = CanUse(RG_ZORA_TUNIC) ? 255 : (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS)) ? (Hearts * 8) : 0; @@ -924,7 +924,7 @@ namespace Rando { ProgressiveGiantKnife = 0; //If not keysanity, start with 1 logical key to account for automatically unlocking the basement door in vanilla FiT - if (IsKeysanity || ctx->GetDungeon(Rando::FIRE_TEMPLE)->IsMQ()) { + if (!IsKeysanity && ctx->GetDungeon(Rando::FIRE_TEMPLE)->IsVanilla()) { ctx->SetSmallKeyCount(SCENE_FIRE_TEMPLE, 1); } From ede8c54c1fa81ebe1c910d4bd381e7d2c7243a8e Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 23 Jul 2024 18:15:18 -0700 Subject: [PATCH 13/26] Incorporate progressive upgrades and skeleton key into SCL. Bit of cleanup. --- soh/soh/Enhancements/randomizer/context.cpp | 36 +- soh/soh/Enhancements/randomizer/item.cpp | 19 - soh/soh/Enhancements/randomizer/item_list.cpp | 500 +++++++++--------- soh/soh/Enhancements/randomizer/logic.cpp | 25 +- soh/soh/Enhancements/randomizer/logic.h | 5 - .../Enhancements/randomizer/randomizerTypes.h | 3 + 6 files changed, 266 insertions(+), 322 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index fce0597f6d5..581f6f22b7e 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -424,6 +424,7 @@ std::map Context::RandoGetToFlag = { { RG_OCARINA_C_DOWN_BUTTON, RAND_INF_HAS_OCARINA_C_DOWN }, { RG_OCARINA_C_LEFT_BUTTON, RAND_INF_HAS_OCARINA_C_LEFT }, { RG_OCARINA_C_RIGHT_BUTTON, RAND_INF_HAS_OCARINA_C_RIGHT }, + { RG_SKELETON_KEY, RAND_INF_HAS_SKELETON_KEY }, { RG_GREG_RUPEE, RAND_INF_GREG_FOUND } }; @@ -506,8 +507,6 @@ uint32_t OcarinaLookup[3] = { ITEM_NONE, ITEM_OCARINA_FAIRY, ITEM_OCARINA_TIME } void Context::ApplyItemEffect(Item& item, bool remove) { auto randoGet = item.GetRandomizerGet(); - //if (randoGet >= RG_BOOMERANG && randoGet <= RG_CLAIM_CHECK) - // SPDLOG_INFO("Applying item effect for {}", item.GetName().GetEnglish().c_str()); if (item.GetGIEntry()->objectId == OBJECT_GI_STICK) { SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); } @@ -517,7 +516,6 @@ void Context::ApplyItemEffect(Item& item, bool remove) { switch (item.GetItemType()) { case ITEMTYPE_ITEM: { - //if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_MAJOR || item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_LESSER) { switch (randoGet) { case RG_STONE_OF_AGONY: case RG_GERUDO_MEMBERSHIP_CARD: @@ -736,27 +734,12 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_TRIFORCE_PIECE: mSaveContext->triforcePiecesCollected += (remove ? -1 : 1); break; - //} - //} else if (item.GetGIEntry()->getItemCategory == ITEM_CATEGORY_JUNK) { - //switch (randoGet) { - case RG_DEKU_NUTS_5: - case RG_DEKU_NUTS_10: - case RG_BUY_DEKU_NUTS_5: - case RG_BUY_DEKU_NUTS_10: - SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); - break; - case RG_DEKU_STICK_1: - case RG_BUY_DEKU_STICK_1: - case RG_STICKS: - SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); - break; case RG_BOMBCHU_5: case RG_BOMBCHU_10: case RG_BOMBCHU_20: case RG_BOMBCHU_DROP: SetInventory(ITEM_BOMBCHU, (remove ? ITEM_NONE : ITEM_BOMBCHU)); break; - //} } } break; @@ -1189,21 +1172,4 @@ uint8_t Context::GetAmmo(uint32_t item) { void Context::SetAmmo(uint32_t item, uint8_t count) { mSaveContext->inventory.ammo[gItemSlots[item]] = count; } - -#define BEANS_BOUGHT AMMO(ITEM_BEAN + 1) - -#define ALL_EQUIP_VALUE(equip) ((s32)(gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) -#define CUR_EQUIP_VALUE(equip) ((s32)(gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip]) -#define OWNED_EQUIP_FLAG(equip, value) (gBitFlags[value] << gEquipShifts[equip]) -#define OWNED_EQUIP_FLAG_ALT(equip, value) ((1 << (value)) << gEquipShifts[equip]) -#define CHECK_OWNED_EQUIP(equip, value) (OWNED_EQUIP_FLAG(equip, value) & gSaveContext.inventory.equipment) -#define CHECK_OWNED_EQUIP_ALT(equip, value) (gBitFlags[(value) + (equip)*4] & gSaveContext.inventory.equipment) - -#define SWORD_EQUIP_TO_PLAYER(swordEquip) (swordEquip) -#define SHIELD_EQUIP_TO_PLAYER(shieldEquip) (shieldEquip) -#define TUNIC_EQUIP_TO_PLAYER(tunicEquip) ((tunicEquip)-1) -#define BOOTS_EQUIP_TO_PLAYER(bootsEquip) ((bootsEquip)-1) - -#define CAPACITY(upg, value) gUpgradeCapacities[upg][value] -#define CUR_CAPACITY(upg) CAPACITY(upg, CUR_UPG_VALUE(upg)) } // namespace Rando diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 649ba8ec1ff..1c4bc10357d 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -38,16 +38,6 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, Item::~Item() = default; void Item::ApplyEffect() const { - // If this is a key ring, logically add as many keys as we could need - //if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { - // *std::get(logicVar) += 10; - //} else { - // if (std::holds_alternative(logicVar)) { - // *std::get(logicVar) = true; - // } else { - // *std::get(logicVar) += 1; - // } - //} auto ctx = Rando::Context::GetInstance(); ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false); ctx->GetLogic()->SetInLogic(logicVar, false); @@ -55,15 +45,6 @@ void Item::ApplyEffect() const { } void Item::UndoEffect() const { - //if (RHT_FOREST_TEMPLE_KEY_RING <= hintKey && hintKey <= RHT_GANONS_CASTLE_KEY_RING) { - // *std::get(logicVar) -= 10; - //} else { - // if (std::holds_alternative(logicVar)) { - // *std::get(logicVar) = false; - // } else { - // *std::get(logicVar) -= 1; - // } - //} auto ctx = Rando::Context::GetInstance(); ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true); ctx->GetLogic()->SetInLogic(logicVar, true); diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index b06f141faf6..b82d59d116d 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -12,331 +12,331 @@ std::unordered_map Rando::StaticData::itemNameToEnum void Rando::StaticData::InitItemTable() { auto logic = Context::GetInstance()->GetLogic(); - itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); - // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index - itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); + // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index + itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword); - itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, LOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, LOGIC_IRON_BOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, LOGIC_HOVER_BOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, LOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, LOGIC_LENS_OF_TRUTH, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, LOGIC_HAMMER, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_STONE_OF_AGONY, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, LOGIC_DINS_FIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, LOGIC_FARORES_WIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, LOGIC_NAYRUS_LOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, LOGIC_DOUBLE_DEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_GIANTS_KNIFE] = Item(RG_GIANTS_KNIFE, Text{ "Giant's Knife", "Lame des Géants", "Messer des Riesen" }, ITEMTYPE_EQUIP, GI_SWORD_KNIFE, true, LOGIC_NONE, RHT_GIANTS_KNIFE, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x4B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, LOGIC_IRON_BOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, LOGIC_HOVER_BOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, LOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LENS_OF_TRUTH] = Item(RG_LENS_OF_TRUTH, Text{ "Lens of Truth", "Monocle de Vérité", "Auge der Wahrheit" }, ITEMTYPE_ITEM, GI_LENS, true, LOGIC_LENS_OF_TRUTH, RHT_LENS_OF_TRUTH, ITEM_LENS, OBJECT_GI_GLASSES, GID_LENS, 0x39, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MEGATON_HAMMER] = Item(RG_MEGATON_HAMMER, Text{ "Megaton Hammer", "Masse des Titans", "Stahlhammer" }, ITEMTYPE_ITEM, GI_HAMMER, true, LOGIC_HAMMER, RHT_MEGATON_HAMMER, ITEM_HAMMER, OBJECT_GI_HAMMER, GID_HAMMER, 0x38, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_STONE_OF_AGONY] = Item(RG_STONE_OF_AGONY, Text{ "Stone of Agony", "Pierre de Souffrance", "Stein der Qualen" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_STONE_OF_AGONY, RHT_STONE_OF_AGONY, ITEM_STONE_OF_AGONY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, 0x68, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, LOGIC_DINS_FIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, LOGIC_FARORES_WIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, LOGIC_NAYRUS_LOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo Karte" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, LOGIC_DOUBLE_DEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DOUBLE_DEFENSE].SetCustomDrawFunc(Randomizer_DrawDoubleDefense); // Trade Quest Items - itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, LOGIC_WEIRD_EGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, LOGIC_ZELDAS_LETTER, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, LOGIC_POCKET_EGG, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, LOGIC_COJIRO, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, LOGIC_ODD_MUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, LOGIC_ODD_POULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, LOGIC_POACHERS_SAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, LOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, LOGIC_EYEBALL_FROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, LOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, LOGIC_CLAIM_CHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, LOGIC_WEIRD_EGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LETTER] = Item(RG_ZELDAS_LETTER, Text{ "Zelda's Letter", "Lettre de Zelda", "Zeldas Brief" }, ITEMTYPE_ITEM, GI_LETTER_ZELDA, true, LOGIC_ZELDAS_LETTER, RHT_ZELDAS_LETTER, ITEM_LETTER_ZELDA, OBJECT_GI_LETTER, GID_LETTER_ZELDA, 0x69, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POCKET_EGG] = Item(RG_POCKET_EGG, Text{ "Pocket Egg", "Oeuf de poche", "Taschenei" }, ITEMTYPE_ITEM, GI_POCKET_EGG, true, LOGIC_POCKET_EGG, RHT_POCKET_EGG, ITEM_POCKET_EGG, OBJECT_GI_EGG, GID_EGG, 0x01, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_COJIRO] = Item(RG_COJIRO, Text{ "Cojiro", "P'tit Poulet", "Cojiro" }, ITEMTYPE_ITEM, GI_COJIRO, true, LOGIC_COJIRO, RHT_COJIRO, ITEM_COJIRO, OBJECT_GI_NIWATORI, GID_COJIRO, 0x02, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Seltsamer Pilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, LOGIC_ODD_MUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Seltsamer Trank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, LOGIC_ODD_POULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Wilderer-Säge" }, ITEMTYPE_ITEM, GI_SAW, true, LOGIC_POACHERS_SAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Schwert des gebrochenen Goronen" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Verschreibung" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, LOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Augapfel-Frosch" }, ITEMTYPE_ITEM, GI_FROG, true, LOGIC_EYEBALL_FROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Supertropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, LOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Quittung" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, LOGIC_CLAIM_CHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Skulltula Token - itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); + itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); // Progressive Items - itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); - itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true); - itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true); - itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true); - itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true); - itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true); - itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true); - itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true); - itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true); - itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); - itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); - itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true); - itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true); + itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); + itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true); + itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true); + itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true); + itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true); + itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Brieftasche" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true); + itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Skala" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true); + itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nusskapazität" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true); + itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stick-Kapazität" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true); + itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Kriechgrube" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, RG_PROGRESSIVE_BOMBCHUS, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER, true); + itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); + itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true); + itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronenschwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true); // Bottles - itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION, RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION, RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION, RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION, RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER,GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); // Songs - itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, LOGIC_ZELDAS_LULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, LOGIC_EPONAS_SONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, LOGIC_SARIAS_SONG, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, LOGIC_SUNS_SONG, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, LOGIC_SONG_OF_TIME, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, LOGIC_SONG_OF_STORMS, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, LOGIC_MINUET_OF_FOREST, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, LOGIC_BOLERO_OF_FIRE, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, LOGIC_SERENADE_OF_WATER, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, LOGIC_NOCTURNE_OF_SHADOW, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, LOGIC_REQUIEM_OF_SPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, LOGIC_PRELUDE_OF_LIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, LOGIC_ZELDAS_LULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, LOGIC_EPONAS_SONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SARIAS_SONG] = Item(RG_SARIAS_SONG, Text{ "Saria's Song", "Chant de Saria", "Sarias Lied" }, ITEMTYPE_SONG, 0xC3, true, LOGIC_SARIAS_SONG, RHT_SARIAS_SONG, ITEM_SONG_SARIA, OBJECT_GI_MELODY, GID_SONG_SARIA, 0xD1, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SUNS_SONG] = Item(RG_SUNS_SONG, Text{ "Sun's Song", "Chant du Soleil", "Das Lied der Sonne" }, ITEMTYPE_SONG, 0xC4, true, LOGIC_SUNS_SONG, RHT_SUNS_SONG, ITEM_SONG_SUN, OBJECT_GI_MELODY, GID_SONG_SUN, 0xD3, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_TIME] = Item(RG_SONG_OF_TIME, Text{ "Song of Time", "Chant du Temps", "Das Lied der Zeit" }, ITEMTYPE_SONG, 0xC5, true, LOGIC_SONG_OF_TIME, RHT_SONG_OF_TIME, ITEM_SONG_TIME, OBJECT_GI_MELODY, GID_SONG_TIME, 0xD5, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SONG_OF_STORMS] = Item(RG_SONG_OF_STORMS, Text{ "Song of Storms", "Chant des Tempêtes", "Lied der Stürme" }, ITEMTYPE_SONG, 0xC6, true, LOGIC_SONG_OF_STORMS, RHT_SONG_OF_STORMS, ITEM_SONG_STORMS, OBJECT_GI_MELODY, GID_SONG_STORM, 0xD6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_MINUET_OF_FOREST] = Item(RG_MINUET_OF_FOREST, Text{ "Minuet of Forest", "Menuet des Bois", "Wald-Minuett" }, ITEMTYPE_SONG, 0xBB, true, LOGIC_MINUET_OF_FOREST, RHT_MINUET_OF_FOREST, ITEM_SONG_MINUET, OBJECT_GI_MELODY, GID_SONG_MINUET, 0x73, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOLERO_OF_FIRE] = Item(RG_BOLERO_OF_FIRE, Text{ "Bolero of Fire", "Boléro du Feu", "Bolero des Feuers" }, ITEMTYPE_SONG, 0xBC, true, LOGIC_BOLERO_OF_FIRE, RHT_BOLERO_OF_FIRE, ITEM_SONG_BOLERO, OBJECT_GI_MELODY, GID_SONG_BOLERO, 0x74, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SERENADE_OF_WATER] = Item(RG_SERENADE_OF_WATER, Text{ "Serenade of Water", "Sérénade de l'Eau", "Serenade des Wassers" }, ITEMTYPE_SONG, 0xBD, true, LOGIC_SERENADE_OF_WATER, RHT_SERENADE_OF_WATER, ITEM_SONG_SERENADE, OBJECT_GI_MELODY, GID_SONG_SERENADE, 0x75, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_NOCTURNE_OF_SHADOW] = Item(RG_NOCTURNE_OF_SHADOW, Text{ "Nocturne of Shadow", "Nocturne de l'Ombre", "Nocturne der Schatten " }, ITEMTYPE_SONG, 0xBF, true, LOGIC_NOCTURNE_OF_SHADOW, RHT_NOCTURNE_OF_SHADOW, ITEM_SONG_NOCTURNE, OBJECT_GI_MELODY, GID_SONG_NOCTURNE, 0x77, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem des Geistes" }, ITEMTYPE_SONG, 0xBE, true, LOGIC_REQUIEM_OF_SPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Präludium des Lichts" }, ITEMTYPE_SONG, 0xC0, true, LOGIC_PRELUDE_OF_LIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Maps and Compasses - itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Waldtempel Karte" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Feuertempel Karte" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Wassertempel-Karte" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Geistertempel Karte" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Boden des Brunnens Karte" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Eishöhle Karte" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompass des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DEKU_TREE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompass der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_DODONGOS_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompass des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_JABU_JABUS_BELLY_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Waldtempel-Kompass" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Feuertempel-Kompass" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Wassertempel-Kompass" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Geistiger Tempelkompass" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompass des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Boden des Brunnenkompasses" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); - itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Eishöhlenkompass" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); itemTable[RG_ICE_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass); // Boss Keys - itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Waldtempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Feuertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Wassertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Geistertempel-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Schlüssel für den Boss des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Ganons Schloss-Boss-Schlüssel" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey); - itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Waldtempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Feuertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Wassertempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Geisttempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Schattentempel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Boden des Brunnens Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY, RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, Text{ "Training Grounds Small Key", "Petite Clé du Gymnase Gerudo", "Trainingsgelände Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_SMALL_KEY, RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Gerudo-Festung Kleiner Schlüssel" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Ganons Schloss Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey); - itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); + itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Truhenspiel Kleiner Schlüssel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE); // Key Rings - itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Waldtempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Feuertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_FIRE_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Wassertempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_WATER_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Geisttempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SPIRIT_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schattentempel Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Boden des Brunnens Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING, RG_GERUDO_TRAINING_GROUNDS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUNDS_KEY_RING, Text{ "Training Grounds Key Ring", "Trousseau du Gymnase Gerudo", "Trainingsgelände Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUNDS_KEYS, RHT_GERUDO_TRAINING_GROUNDS_KEY_RING, RG_GERUDO_TRAINING_GROUNDS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_TRAINING_GROUNDS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Gerudo Festung Schlüsselanhänger" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); - itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); + itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Ganons Schloss Schlüsselanhänger" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER); itemTable[RG_GANONS_CASTLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing); // Dungeon Rewards - itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, LOGIC_KOKIRI_EMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GORON_RUBY] = Item(RG_GORON_RUBY, Text{ "Goron's Ruby", "Rubis Goron", "Goronen-Rubin" }, ITEMTYPE_DUNGEONREWARD, 0xCC, true, LOGIC_GORON_RUBY, RHT_GORON_RUBY, ITEM_GORON_RUBY, OBJECT_GI_JEWEL, GID_GORON_RUBY, 0x81, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ZORA_SAPPHIRE] = Item(RG_ZORA_SAPPHIRE, Text{ "Zora's Sapphire", "Saphir Zora", "Zora-Saphir" }, ITEMTYPE_DUNGEONREWARD, 0xCD, true, LOGIC_ZORA_SAPPHIRE, RHT_ZORA_SAPPHIRE, ITEM_ZORA_SAPPHIRE, OBJECT_GI_JEWEL, GID_ZORA_SAPPHIRE, 0x82, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FOREST_MEDALLION] = Item(RG_FOREST_MEDALLION, Text{ "Forest Medallion", "Médaillon de la Forêt", "Wald Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCE, true, LOGIC_FOREST_MEDALLION, RHT_FOREST_MEDALLION, ITEM_MEDALLION_FOREST, OBJECT_GI_MEDAL, GID_MEDALLION_FOREST,0x3E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FIRE_MEDALLION] = Item(RG_FIRE_MEDALLION, Text{ "Fire Medallion", "Médaillon du Feu", "Feuer Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCF, true, LOGIC_FIRE_MEDALLION, RHT_FIRE_MEDALLION, ITEM_MEDALLION_FIRE, OBJECT_GI_MEDAL, GID_MEDALLION_FIRE, 0x3C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_WATER_MEDALLION] = Item(RG_WATER_MEDALLION, Text{ "Water Medallion", "Médaillon de l'Eau", "Wasser Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD0, true, LOGIC_WATER_MEDALLION, RHT_WATER_MEDALLION, ITEM_MEDALLION_WATER, OBJECT_GI_MEDAL, GID_MEDALLION_WATER,0x3D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SPIRIT_MEDALLION] = Item(RG_SPIRIT_MEDALLION, Text{ "Spirit Medallion", "Médaillon de l'Esprit", "Geist Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD1, true, LOGIC_SPIRIT_MEDALLION, RHT_SPIRIT_MEDALLION, ITEM_MEDALLION_SPIRIT, OBJECT_GI_MEDAL, GID_MEDALLION_SPIRIT,0x3F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SHADOW_MEDALLION] = Item(RG_SHADOW_MEDALLION, Text{ "Shadow Medallion", "Médaillon de l'Ombre", "Schatten Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD2, true, LOGIC_SHADOW_MEDALLION, RHT_SHADOW_MEDALLION, ITEM_MEDALLION_SHADOW, OBJECT_GI_MEDAL, GID_MEDALLION_SHADOW,0x41, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LIGHT_MEDALLION] = Item(RG_LIGHT_MEDALLION, Text{ "Light Medallion", "Médaillon de la Lumière", "Licht Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD3, true, LOGIC_LIGHT_MEDALLION, RHT_LIGHT_MEDALLION, ITEM_MEDALLION_LIGHT, OBJECT_GI_MEDAL, GID_MEDALLION_LIGHT,0x40, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, LOGIC_KOKIRI_EMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GORON_RUBY] = Item(RG_GORON_RUBY, Text{ "Goron's Ruby", "Rubis Goron", "Goronen-Rubin" }, ITEMTYPE_DUNGEONREWARD, 0xCC, true, LOGIC_GORON_RUBY, RHT_GORON_RUBY, ITEM_GORON_RUBY, OBJECT_GI_JEWEL, GID_GORON_RUBY, 0x81, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ZORA_SAPPHIRE] = Item(RG_ZORA_SAPPHIRE, Text{ "Zora's Sapphire", "Saphir Zora", "Zora-Saphir" }, ITEMTYPE_DUNGEONREWARD, 0xCD, true, LOGIC_ZORA_SAPPHIRE, RHT_ZORA_SAPPHIRE, ITEM_ZORA_SAPPHIRE, OBJECT_GI_JEWEL, GID_ZORA_SAPPHIRE, 0x82, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FOREST_MEDALLION] = Item(RG_FOREST_MEDALLION, Text{ "Forest Medallion", "Médaillon de la Forêt", "Wald Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCE, true, LOGIC_FOREST_MEDALLION, RHT_FOREST_MEDALLION, ITEM_MEDALLION_FOREST, OBJECT_GI_MEDAL, GID_MEDALLION_FOREST,0x3E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FIRE_MEDALLION] = Item(RG_FIRE_MEDALLION, Text{ "Fire Medallion", "Médaillon du Feu", "Feuer Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xCF, true, LOGIC_FIRE_MEDALLION, RHT_FIRE_MEDALLION, ITEM_MEDALLION_FIRE, OBJECT_GI_MEDAL, GID_MEDALLION_FIRE, 0x3C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_WATER_MEDALLION] = Item(RG_WATER_MEDALLION, Text{ "Water Medallion", "Médaillon de l'Eau", "Wasser Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD0, true, LOGIC_WATER_MEDALLION, RHT_WATER_MEDALLION, ITEM_MEDALLION_WATER, OBJECT_GI_MEDAL, GID_MEDALLION_WATER,0x3D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SPIRIT_MEDALLION] = Item(RG_SPIRIT_MEDALLION, Text{ "Spirit Medallion", "Médaillon de l'Esprit", "Geist Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD1, true, LOGIC_SPIRIT_MEDALLION, RHT_SPIRIT_MEDALLION, ITEM_MEDALLION_SPIRIT, OBJECT_GI_MEDAL, GID_MEDALLION_SPIRIT,0x3F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SHADOW_MEDALLION] = Item(RG_SHADOW_MEDALLION, Text{ "Shadow Medallion", "Médaillon de l'Ombre", "Schatten Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD2, true, LOGIC_SHADOW_MEDALLION, RHT_SHADOW_MEDALLION, ITEM_MEDALLION_SHADOW, OBJECT_GI_MEDAL, GID_MEDALLION_SHADOW,0x41, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LIGHT_MEDALLION] = Item(RG_LIGHT_MEDALLION, Text{ "Light Medallion", "Médaillon de la Lumière", "Licht Medaillon" }, ITEMTYPE_DUNGEONREWARD, 0xD3, true, LOGIC_LIGHT_MEDALLION, RHT_LIGHT_MEDALLION, ITEM_MEDALLION_LIGHT, OBJECT_GI_MEDAL, GID_MEDALLION_LIGHT,0x40, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); // Generic Items - itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüne Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, LOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blaue Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, LOGIC_NONE, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Rote Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, LOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Lila Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, LOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesige Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herz-Container" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2,true, LOGIC_HEART_CONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, LOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Pez" }, ITEMTYPE_ITEM, GI_FISH, false, LOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüne Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, LOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blaue Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, LOGIC_NONE, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Rote Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, LOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Lila Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, LOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesige Rupie" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herz-Container" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2, true, LOGIC_HEART_CONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER,0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, LOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Pez" }, ITEMTYPE_ITEM, GI_FISH, false, LOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); // Refills - itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, LOGIC_NONE, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBS_10] = Item(RG_BOMBS_10, Text{ "Bombs (10)", "Bombes (10)", "Bomben (10)" }, ITEMTYPE_REFILL, GI_BOMBS_10, false, LOGIC_NONE, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBS_20] = Item(RG_BOMBS_20, Text{ "Bombs (20)", "Bombes (20)", "Bomben (20)" }, ITEMTYPE_REFILL, GI_BOMBS_20, false, LOGIC_NONE, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_5] = Item(RG_BOMBCHU_5, Text{ "Bombchus (5)", "Missiles (5)", "Bombchus (5)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_5, true, LOGIC_BOMBCHUS_5, RHT_BOMBCHU_5, ITEM_BOMBCHUS_5, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_10] = Item(RG_BOMBCHU_10, Text{ "Bombchus (10)", "Missiles (10)", "Bombchus (10)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_10, true, LOGIC_BOMBCHUS_10, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_20] = Item(RG_BOMBCHU_20, Text{ "Bombchus (20)", "Missiles (20)", "Bombchus (20)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_20, true, LOGIC_BOMBCHUS_20, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BOMBCHU_DROP] = Item(RG_BOMBCHU_DROP, Text{ "Bombchu Drop", "Drop Missiles", "Bombchus" }, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, LOGIC_BOMBCHU_DROP, RHT_NONE, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_5] = Item(RG_ARROWS_5, Text{ "Arrows (5)", "Flèches (5)", "Pfeile (5)" }, ITEMTYPE_REFILL, GI_ARROWS_SMALL, false, LOGIC_NONE, RHT_ARROWS_5, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_10] = Item(RG_ARROWS_10, Text{ "Arrows (10)", "Flèches (10)", "Pfeile (10)" }, ITEMTYPE_REFILL, GI_ARROWS_MEDIUM, false, LOGIC_NONE, RHT_ARROWS_10, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, LOGIC_NONE, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, LOGIC_NONE, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, LOGIC_NONE, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, LOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stick (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, LOGIC_NONE, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_RED, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); - itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, LOGIC_NONE, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_10] = Item(RG_BOMBS_10, Text{ "Bombs (10)", "Bombes (10)", "Bomben (10)" }, ITEMTYPE_REFILL, GI_BOMBS_10, false, LOGIC_NONE, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBS_20] = Item(RG_BOMBS_20, Text{ "Bombs (20)", "Bombes (20)", "Bomben (20)" }, ITEMTYPE_REFILL, GI_BOMBS_20, false, LOGIC_NONE, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_5] = Item(RG_BOMBCHU_5, Text{ "Bombchus (5)", "Missiles (5)", "Bombchus (5)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_5, true, LOGIC_BOMBCHUS_5, RHT_BOMBCHU_5, ITEM_BOMBCHUS_5, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_10] = Item(RG_BOMBCHU_10, Text{ "Bombchus (10)", "Missiles (10)", "Bombchus (10)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_10, true, LOGIC_BOMBCHUS_10, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_20] = Item(RG_BOMBCHU_20, Text{ "Bombchus (20)", "Missiles (20)", "Bombchus (20)" }, ITEMTYPE_REFILL, GI_BOMBCHUS_20, true, LOGIC_BOMBCHUS_20, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BOMBCHU_DROP] = Item(RG_BOMBCHU_DROP, Text{ "Bombchu Drop", "Drop Missiles", "Bombchus" }, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, LOGIC_BOMBCHU_DROP, RHT_NONE, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_5] = Item(RG_ARROWS_5, Text{ "Arrows (5)", "Flèches (5)", "Pfeile (5)" }, ITEMTYPE_REFILL, GI_ARROWS_SMALL, false, LOGIC_NONE, RHT_ARROWS_5, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_10] = Item(RG_ARROWS_10, Text{ "Arrows (10)", "Flèches (10)", "Pfeile (10)" }, ITEMTYPE_REFILL, GI_ARROWS_MEDIUM, false, LOGIC_NONE, RHT_ARROWS_10, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, LOGIC_NONE, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, LOGIC_NONE, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, LOGIC_NONE, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, LOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stick (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, LOGIC_NONE, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_RED, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); + itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier Nachfüllpackung" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE); // Treasure Game - itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhen-Minispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE,false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhen-Minispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüne Rupie (Schatztruhe-Minispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE, false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE,ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE); // Shop - itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuss kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15); - itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60); - itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90); - itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25); - itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuss kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, LOGIC_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stick kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, LOGIC_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); - itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, LOGIC_BUY_BOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, LOGIC_FISH_ACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200); - itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_GREEN_POTION, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_BLUE_POTION, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100); - itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylianischer Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80); - itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40); - itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200); - itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300); - itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); - itemTable[RG_BUY_BOMBCHU_10] = Item(RG_BUY_BOMBCHU_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Bomchu kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99); - itemTable[RG_BUY_BOMBCHU_20] = Item(RG_BUY_BOMBCHU_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Bomchu kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180); - itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, LOGIC_NONE, RHT_NONE, false, 0); - itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, LOGIC_BLUE_FIRE_ACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300); - itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); - itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, LOGIC_FAIRY_ACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); - itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, LOGIC_BUY_ARROW, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20); - itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80); - itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120); - itemTable[RG_BUY_BOMBS_535] = Item(RG_BUY_BOMBS_535, Text{ "Buy Bombs (5) [35]", "Acheter: Bombes (5) [35]", "Bomben kaufen (5) [35]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 35); - itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40); - itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuss kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15); + itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60); + itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90); + itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25); + itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuss kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, LOGIC_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stick kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, LOGIC_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); + itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, LOGIC_BUY_BOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, LOGIC_FISH_ACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200); + itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_GREEN_POTION] = Item(RG_BUY_GREEN_POTION, Text{ "Buy Green Potion", "Acheter: Potion Verte", "Grünes Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_GREEN, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_GREEN_POTION, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_BLUE_POTION, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100); + itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylianischer Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80); + itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40); + itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200); + itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300); + itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10); + itemTable[RG_BUY_BOMBCHU_10] = Item(RG_BUY_BOMBCHU_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Bomchu kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHU_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99); + itemTable[RG_BUY_BOMBCHU_20] = Item(RG_BUY_BOMBCHU_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Bomchu kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHU_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180); + itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, LOGIC_NONE, RHT_NONE, false, 0); + itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, LOGIC_BLUE_FIRE_ACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300); + itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30); + itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, LOGIC_FAIRY_ACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); + itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, LOGIC_BUY_ARROW, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20); + itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80); + itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120); + itemTable[RG_BUY_BOMBS_535] = Item(RG_BUY_BOMBS_535, Text{ "Buy Bombs (5) [35]", "Acheter: Bombes (5) [35]", "Bomben kaufen (5) [35]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 35); + itemTable[RG_BUY_RED_POTION_40] = Item(RG_BUY_RED_POTION_40, Text{ "Buy Red Potion [40]", "Acheter: Potion Rouge [40]", "Rotes Elixier kaufen [40]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 40); + itemTable[RG_BUY_RED_POTION_50] = Item(RG_BUY_RED_POTION_50, Text{ "Buy Red Potion [50]", "Acheter: Potion Rouge [50]", "Rotes Elixier kaufen [50]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50); // Misc. - itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, LOGIC_CAN_SUMMON_GOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GOHMA_SOUL] = Item(RG_GOHMA_SOUL, Text{ "Gohma's Soul", "", "" }, ITEMTYPE_ITEM, 0xE0, true, LOGIC_CAN_SUMMON_GOHMA, RHT_GOHMA_SOUL, RG_GOHMA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GOHMA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, LOGIC_CAN_SUMMON_KINGDODONGO, RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_KING_DODONGO_SOUL] = Item(RG_KING_DODONGO_SOUL, Text{ "King Dodongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE1, true, LOGIC_CAN_SUMMON_KINGDODONGO, RHT_KING_DODONGO_SOUL, RG_KING_DODONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_KING_DODONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, LOGIC_CAN_SUMMON_BARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BARINADE_SOUL] = Item(RG_BARINADE_SOUL, Text{ "Barinade's Soul", "", "" }, ITEMTYPE_ITEM, 0xE2, true, LOGIC_CAN_SUMMON_BARINADE, RHT_BARINADE_SOUL, RG_BARINADE_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BARINADE_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, LOGIC_CAN_SUMMON_PHANTOMGANON, RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_PHANTOM_GANON_SOUL] = Item(RG_PHANTOM_GANON_SOUL, Text{ "Phantom Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE3, true, LOGIC_CAN_SUMMON_PHANTOMGANON, RHT_PHANTOM_GANON_SOUL, RG_PHANTOM_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_PHANTOM_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, LOGIC_CAN_SUMMON_VOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_VOLVAGIA_SOUL] = Item(RG_VOLVAGIA_SOUL, Text{ "Volvagia's Soul", "", "" }, ITEMTYPE_ITEM, 0xE4, true, LOGIC_CAN_SUMMON_VOLVAGIA, RHT_VOLVAGIA_SOUL, RG_VOLVAGIA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_VOLVAGIA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MORPHA_SOUL] = Item(RG_MORPHA_SOUL, Text{ "Morpha's Soul", "", "" }, ITEMTYPE_ITEM, 0xE5, true, LOGIC_CAN_SUMMON_MORPHA, RHT_MORPHA_SOUL, RG_MORPHA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MORPHA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, LOGIC_CAN_SUMMON_BONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BONGO_BONGO_SOUL] = Item(RG_BONGO_BONGO_SOUL, Text{ "Bongo Bongo's Soul", "", "" }, ITEMTYPE_ITEM, 0xE6, true, LOGIC_CAN_SUMMON_BONGOBONGO, RHT_BONGO_BONGO_SOUL, RG_BONGO_BONGO_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BONGO_BONGO_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, LOGIC_CAN_SUMMON_TWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_TWINROVA_SOUL] = Item(RG_TWINROVA_SOUL, Text{ "Twinrova's Soul", "", "" }, ITEMTYPE_ITEM, 0xE7, true, LOGIC_CAN_SUMMON_TWINROVA, RHT_TWINROVA_SOUL, RG_TWINROVA_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_TWINROVA_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, LOGIC_CAN_SUMMON_GANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_GANON_SOUL] = Item(RG_GANON_SOUL, Text{ "Ganon's Soul", "", "" }, ITEMTYPE_ITEM, 0xE8, true, LOGIC_CAN_SUMMON_GANON, RHT_GANON_SOUL, RG_GANON_SOUL, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_GANON_SOUL].SetCustomDrawFunc(Randomizer_DrawBossSoul); - itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Caña de Pescar" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI); - itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_A_BUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Botón A de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_A_BUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_A_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_UP_BUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Botón C superior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_UP_BUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_UP_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_DOWN_BUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Botón C inferior de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_DOWN_BUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_DOWN_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_LEFT_BUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Botón C izquierdo de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_LEFT_BUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_LEFT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Botón C derecho de Ocarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton); - itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale); - itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, &logic->ProgressiveBow, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, &logic->ProgressiveBombBag, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, &logic->ProgressiveBulletBag, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, &logic->noVariable, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_NUT_UPGRADE_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Nut Capacity", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, &logic->noVariable, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_MAGIC_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Magic Meter", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, &logic->ProgressiveMagic, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, &logic->Bombchus, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, &logic->ProgressiveWallet, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, LOGIC_PROGRESSIVE_BOW, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_NUT_UPGRADE_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Nut Capacity", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_MAGIC_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Magic Meter", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "!!!", "!!!" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, LOGIC_PROGRESSIVE_WALLET, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_SKELETON_KEY] = Item(RG_SKELETON_KEY, Text{ "Skeleton Key", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, &logic->SkeletonKey, RHT_SKELETON_KEY, RG_SKELETON_KEY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_SKELETON_KEY] = Item(RG_SKELETON_KEY, Text{ "Skeleton Key", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_STONE_OF_AGONY, true, LOGIC_SKELETON_KEY, RHT_SKELETON_KEY, RG_SKELETON_KEY, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_SKELETON_KEY].SetCustomDrawFunc(Randomizer_DrawSkeletonKey); - itemTable[RG_DEKU_STICK_BAG] = Item(RG_DEKU_STICK_BAG, Text{ "Deku Stick Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, &logic->ProgressiveStickBag, RHT_NONE, RG_DEKU_STICK_BAG, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DEKU_STICK_BAG] = Item(RG_DEKU_STICK_BAG, Text{ "Deku Stick Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_NONE, RG_DEKU_STICK_BAG, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DEKU_NUT_BAG] = Item(RG_DEKU_NUT_BAG, Text{ "Deku Nut Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, &logic->ProgressiveNutBag, RHT_NONE, RG_DEKU_NUT_BAG, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DEKU_NUT_BAG] = Item(RG_DEKU_NUT_BAG, Text{ "Deku Nut Bag", "!!!", "!!!" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NONE, RG_DEKU_NUT_BAG, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE); - itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_, RHT_NONE); + itemTable[RG_TRIFORCE] = Item(RG_TRIFORCE, Text{ "Triforce", "Triforce", "Triforce" }, ITEMTYPE_EVENT, RG_TRIFORCE, false, LOGIC_NONE, RHT_NONE); + itemTable[RG_HINT] = Item(RG_HINT, Text{ "Hint", "Indice", "Hinweis" }, ITEMTYPE_EVENT, RG_HINT, false, LOGIC_NONE, RHT_NONE); // Individual stages of progressive items (only here for GetItemEntry purposes, not for use in seed gen) - itemTable[RG_HOOKSHOT] = Item(RG_HOOKSHOT, Text{ "Hookshot", "Grappin", "Fanghaken" }, ITEMTYPE_ITEM, GI_HOOKSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_HOOKSHOT, ITEM_HOOKSHOT, OBJECT_GI_HOOKSHOT, GID_HOOKSHOT, 0x36, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_LONGSHOT] = Item(RG_LONGSHOT, Text{ "Longshot", "Super-Grappin", "Enterhaken" }, ITEMTYPE_ITEM, GI_LONGSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_LONGSHOT, ITEM_LONGSHOT, OBJECT_GI_HOOKSHOT, GID_LONGSHOT, 0x4F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_FAIRY_OCARINA] = Item(RG_FAIRY_OCARINA, Text{ "Fairy Ocarina", "Ocarina des fées", "Feen-Okarina" }, ITEMTYPE_ITEM, GI_OCARINA_FAIRY, true, LOGIC_PROGRESSIVE_OCARINA, RHT_FAIRY_OCARINA, ITEM_OCARINA_FAIRY, OBJECT_GI_OCARINA_0, GID_OCARINA_FAIRY, 0x4A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, LOGIC_PROGRESSIVE_OCARINA, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, LOGIC_PROGRESSIVE_BOW, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, LOGIC_PROGRESSIVE_BOW, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, LOGIC_PROGRESSIVE_BOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Großer Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, ITEMTYPE_ITEM, GI_BRACELET, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberne Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER,true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldene Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Skala" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Skala" }, ITEMTYPE_ITEM, GI_SCALE_GOLD, true, LOGIC_PROGRESSIVE_SCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsene Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Reiche Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Bourse de Magnat", "Reiche Geldbörse" },/*FIXME: still says tycoon in french & german*/ ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku Nuss Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku Nuss Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku Stick Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20,true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku Stick Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30,true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); - itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); - itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbesserte Magieanzeige" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); - itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce Piece" }, ITEMTYPE_ITEM, 0xDF, true, LOGIC_TRIFORCE_PIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_HOOKSHOT] = Item(RG_HOOKSHOT, Text{ "Hookshot", "Grappin", "Fanghaken" }, ITEMTYPE_ITEM, GI_HOOKSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_HOOKSHOT, ITEM_HOOKSHOT, OBJECT_GI_HOOKSHOT, GID_HOOKSHOT, 0x36, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_LONGSHOT] = Item(RG_LONGSHOT, Text{ "Longshot", "Super-Grappin", "Enterhaken" }, ITEMTYPE_ITEM, GI_LONGSHOT, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_LONGSHOT, ITEM_LONGSHOT, OBJECT_GI_HOOKSHOT, GID_LONGSHOT, 0x4F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_FAIRY_OCARINA] = Item(RG_FAIRY_OCARINA, Text{ "Fairy Ocarina", "Ocarina des fées", "Feen-Okarina" }, ITEMTYPE_ITEM, GI_OCARINA_FAIRY, true, LOGIC_PROGRESSIVE_OCARINA, RHT_FAIRY_OCARINA, ITEM_OCARINA_FAIRY, OBJECT_GI_OCARINA_0, GID_OCARINA_FAIRY, 0x4A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, LOGIC_PROGRESSIVE_OCARINA, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, LOGIC_PROGRESSIVE_BOW, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, LOGIC_PROGRESSIVE_BOW, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, LOGIC_PROGRESSIVE_BOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Großer Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samenkugelsack" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, ITEMTYPE_ITEM, GI_BRACELET, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberne Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldene Fehdehandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Skala" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Skala" }, ITEMTYPE_ITEM, GI_SCALE_GOLD, true, LOGIC_PROGRESSIVE_SCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsene Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); + itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Reiche Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Bourse de Magnat", "Reiche Geldbörse" },/*FIXME: still says tycoon in french & german*/ ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku Nuss Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku Nuss Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku Stick Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku Stick Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE); + itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Messgerät" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbesserte Magieanzeige" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER); + itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce Piece" }, ITEMTYPE_ITEM, 0xDF, true, LOGIC_TRIFORCE_PIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); // Init itemNameToEnum for (auto& item : itemTable) { diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 4d2067d8771..7432cbcc4d5 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -46,8 +46,8 @@ namespace Rando { return ctx->CheckInventory(ITEM_HOOKSHOT, false); case RG_LONGSHOT: return ctx->CheckInventory(ITEM_LONGSHOT, true); - case RG_STICKS: - return ctx->CheckInventory(ITEM_STICK, true); + case RG_PROGRESSIVE_STICK_UPGRADE: + return ctx->CurrentUpgrade(UPG_STICKS); case RG_FIRE_ARROWS: return ctx->CheckInventory(ITEM_ARROW_FIRE, true); case RG_ICE_ARROWS: @@ -60,8 +60,8 @@ namespace Rando { return ctx->CheckInventory(ITEM_SLINGSHOT, true); case RG_BOOMERANG: return ctx->CheckInventory(ITEM_BOOMERANG, true); - case RG_NUTS: - return ctx->CheckInventory(ITEM_NUT, true); + case RG_PROGRESSIVE_NUT_UPGRADE: + return ctx->CurrentUpgrade(UPG_NUTS); case RG_SCARECROW: return Scarecrow; case RG_DISTANT_SCARECROW: @@ -165,6 +165,8 @@ namespace Rando { return ctx->CheckRandoInf(RAND_INF_TWINROVA_SOUL); case RG_GANON_SOUL: return ctx->CheckRandoInf(RAND_INF_GANON_SOUL); + case RG_SKELETON_KEY: + return ctx->CheckRandoInf(RAND_INF_HAS_SKELETON_KEY); // Boss Keys case RG_FOREST_TEMPLE_BOSS_KEY: case RG_FIRE_TEMPLE_BOSS_KEY: @@ -368,7 +370,7 @@ namespace Rando { case RG_GANON_SOUL: return ctx->GetOption(RSK_SHUFFLE_BOSS_SOULS).Is(RO_BOSS_SOULS_ON_PLUS_GANON) ? HasItem(RG_GANON_SOUL) : true; default: - break; + return false; } } @@ -553,8 +555,8 @@ namespace Rando { //refills Bombs = HasItem(RG_PROGRESSIVE_BOMB_BAG); - Nuts = DekuNutDrop || HasItem(RG_PROGRESSIVE_NUT_BAG); - Sticks = DekuStickDrop || HasItem(RG_PROGRESSIVE_STICK_BAG); + Nuts = DekuNutDrop || HasItem(RG_PROGRESSIVE_NUT_UPGRADE); + Sticks = DekuStickDrop || HasItem(RG_PROGRESSIVE_STICK_UPGRADE); Bugs = HasBottle && BugsAccess; BlueFireAccess = BlueFireAccess || GetInLogic(LOGIC_BLUE_FIRE_ACCESS); BlueFire = (HasBottle && BlueFireAccess) || (ctx->GetOption(RSK_BLUE_FIRE_ARROWS) && CanUse(RG_ICE_ARROWS)); @@ -668,7 +670,7 @@ namespace Rando { } bool Logic::SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched) { - if (SkeletonKey) { + if (HasItem(RG_SKELETON_KEY)) { return true; } switch (dungeon) { @@ -905,8 +907,8 @@ namespace Rando { ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT, ocBtnShuffle); //Progressive Items - ProgressiveStickBag = ctx->GetOption(RSK_SHUFFLE_DEKU_STICK_BAG).Is(true) ? 0 : 1; - ProgressiveNutBag = ctx->GetOption(RSK_SHUFFLE_DEKU_NUT_BAG).Is(true) ? 0 : 1; + ctx->SetUpgrade(UPG_STICKS, ctx->GetOption(RSK_SHUFFLE_DEKU_STICK_BAG).Is(true) ? 0 : 1); + ctx->SetUpgrade(UPG_NUTS, ctx->GetOption(RSK_SHUFFLE_DEKU_NUT_BAG).Is(true) ? 0 : 1); ProgressiveBulletBag = 0; ProgressiveBombBag = 0; ProgressiveMagic = 0; @@ -952,9 +954,6 @@ namespace Rando { //Triforce Pieces TriforcePieces = 0; - //Skeleton Key - SkeletonKey = false; - //Boss Souls CanSummonGohma = false; CanSummonKingDodongo = false; diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 39479bd9e5e..5d908b42a1d 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -139,8 +139,6 @@ class Logic { bool GregInLacsLogic = false; // Progressive Items - uint8_t ProgressiveStickBag = 0; - uint8_t ProgressiveNutBag = 0; uint8_t ProgressiveBulletBag = 0; uint8_t ProgressiveBombBag = 0; uint8_t ProgressiveMagic = 0; @@ -170,9 +168,6 @@ class Logic { // Triforce Pieces uint8_t TriforcePieces = 0; - // Skeleton Key - bool SkeletonKey = false; - // Boss Keys bool BossKeyForestTemple = false; bool BossKeyFireTemple = false; diff --git a/soh/soh/Enhancements/randomizer/randomizerTypes.h b/soh/soh/Enhancements/randomizer/randomizerTypes.h index bb96a7e093b..a1a81d03f77 100644 --- a/soh/soh/Enhancements/randomizer/randomizerTypes.h +++ b/soh/soh/Enhancements/randomizer/randomizerTypes.h @@ -97,6 +97,8 @@ typedef enum { LOGIC_PROGRESSIVE_BOMB_BAG, LOGIC_PROGRESSIVE_BOW, LOGIC_PROGRESSIVE_BULLET_BAG, + LOGIC_PROGRESSIVE_STICK_BAG, + LOGIC_PROGRESSIVE_NUT_BAG, LOGIC_PROGRESSIVE_WALLET, LOGIC_PROGRESSIVE_SCALE, LOGIC_BOMBCHUS, @@ -154,6 +156,7 @@ typedef enum { LOGIC_GERUDO_FORTRESS_KEYS, LOGIC_GANONS_CASTLE_KEYS, LOGIC_TREASURE_GAME_KEYS, + LOGIC_SKELETON_KEY, LOGIC_KOKIRI_EMERALD, LOGIC_GORON_RUBY, LOGIC_ZORA_SAPPHIRE, From e8e7e512926a2bf9dfea22068f05a29a5ddcafd2 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 23 Jul 2024 18:54:25 -0700 Subject: [PATCH 14/26] Change `inLogic` to static array. --- soh/soh/Enhancements/randomizer/item.cpp | 4 ++-- soh/soh/Enhancements/randomizer/logic.cpp | 14 ++++---------- soh/soh/Enhancements/randomizer/logic.h | 2 +- soh/soh/Enhancements/randomizer/randomizerTypes.h | 1 + 4 files changed, 8 insertions(+), 13 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 1c4bc10357d..e27fbeb1048 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -40,14 +40,14 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, void Item::ApplyEffect() const { auto ctx = Rando::Context::GetInstance(); ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false); - ctx->GetLogic()->SetInLogic(logicVar, false); + ctx->GetLogic()->SetInLogic(logicVar, true); ctx->GetLogic()->UpdateHelpers(); } void Item::UndoEffect() const { auto ctx = Rando::Context::GetInstance(); ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true); - ctx->GetLogic()->SetInLogic(logicVar, true); + ctx->GetLogic()->SetInLogic(logicVar, false); ctx->GetLogic()->UpdateHelpers(); } diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 7432cbcc4d5..ea17fbd3748 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -768,22 +768,16 @@ namespace Rando { } bool Logic::GetInLogic(LogicVal logicVar) { - return std::find(inLogic.begin(), inLogic.end(), logicVar) != inLogic.end(); + return inLogic[logicVar]; } - void Logic::SetInLogic(LogicVal logicVar, bool remove) { - auto it = std::find(inLogic.begin(), inLogic.end(), logicVar); - if (it == inLogic.end() && !remove) { - inLogic.push_back(logicVar); - } - else if (it != inLogic.end() && remove) { - inLogic.erase(it); - } + void Logic::SetInLogic(LogicVal logicVar, bool value) { + inLogic[logicVar] = value; } void Logic::Reset() { - //SPDLOG_INFO("Logic reset."); ctx->NewSaveContext(); + memset(inLogic, false, sizeof(inLogic)); //Settings-dependent variables IsKeysanity = ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || ctx->GetOption(RSK_KEYSANITY).Is(RO_DUNGEON_ITEM_LOC_ANYWHERE) || diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 5d908b42a1d..304b92eabd3 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -435,6 +435,6 @@ class Logic { static bool IsMagicItem(RandomizerGet item); static bool IsMagicArrow(RandomizerGet item); std::shared_ptr ctx; - std::vector inLogic; + bool inLogic[LOGIC_MAX]; }; // class Logic } // namespace Rando \ No newline at end of file diff --git a/soh/soh/Enhancements/randomizer/randomizerTypes.h b/soh/soh/Enhancements/randomizer/randomizerTypes.h index a1a81d03f77..6162b3341d2 100644 --- a/soh/soh/Enhancements/randomizer/randomizerTypes.h +++ b/soh/soh/Enhancements/randomizer/randomizerTypes.h @@ -200,6 +200,7 @@ typedef enum { LOGIC_OCARINA_C_LEFT_BUTTON, LOGIC_OCARINA_C_RIGHT_BUTTON, LOGIC_TRIFORCE_PIECES, + LOGIC_MAX } LogicVal; typedef enum { From d32e37eeb0dbae44a92b48c7a3c218473100fcec Mon Sep 17 00:00:00 2001 From: Malkierian Date: Fri, 26 Jul 2024 10:46:26 -0700 Subject: [PATCH 15/26] Fix bug in `BottleCount()` preventing Jabu Jabu from ever being in logic. --- soh/soh/Enhancements/randomizer/logic.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index ea17fbd3748..ba484a191d7 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -433,7 +433,7 @@ namespace Rando { uint8_t count = 0; for (int i = SLOT_BOTTLE_1; i <= SLOT_BOTTLE_4; i++) { uint8_t item = ctx->GetSaveContext()->inventory.items[i]; - if (item != ITEM_NONE && (item == ITEM_LETTER_RUTO && DeliverLetter) && item != ITEM_BIG_POE) { + if (item != ITEM_NONE && (item != ITEM_LETTER_RUTO || (item == ITEM_LETTER_RUTO && DeliverLetter)) && item != ITEM_BIG_POE) { count++; } } From 553fd221e2858e26c8ac6babd69eb65d0d6f6a45 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Fri, 26 Jul 2024 16:09:12 -0700 Subject: [PATCH 16/26] Fix bomb bag HasItem check. --- soh/soh/Enhancements/randomizer/logic.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index ba484a191d7..05088df16e8 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -92,7 +92,7 @@ namespace Rando { return ctx->CurrentUpgrade(UPG_STRENGTH); case RG_GOLDEN_GAUNTLETS: return ctx->CurrentUpgrade(UPG_STRENGTH); - case RG_BOMB_BAG: + case RG_PROGRESSIVE_BOMB_BAG: return ctx->CurrentUpgrade(UPG_BOMB_BAG); case RG_MAGIC_SINGLE: return ctx->GetSaveContext()->magicLevel >= 1; From 341ece2526f039be50571fc1ce197ab7a9ff730a Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 30 Jul 2024 13:14:28 -0700 Subject: [PATCH 17/26] Fix Gerudo Fortress and Ganon's Castle SmallKeys checks. --- soh/soh/Enhancements/randomizer/logic.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 05088df16e8..a77d63e4570 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -624,8 +624,8 @@ namespace Rando { HasFireSourceWithTorch = HasFireSource || CanUse(RG_STICKS); //Gerudo Fortress - CanFinishGerudoFortress = (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_NORMAL) && SmallKeys(RR_GERUDO_TRAINING_GROUNDS, 4) && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) && (GerudoToken || CanUse(RG_FAIRY_BOW) || CanUse(RG_HOOKSHOT) || CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_GF_KITCHEN))) || - (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_FAST) && SmallKeys(RR_GERUDO_TRAINING_GROUNDS, 1) && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD))) || + CanFinishGerudoFortress = (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_NORMAL) && SmallKeys(RR_GERUDO_FORTRESS, 4) && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD)) && (GerudoToken || CanUse(RG_FAIRY_BOW) || CanUse(RG_HOOKSHOT) || CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_GF_KITCHEN))) || + (ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_FAST) && SmallKeys(RR_GERUDO_FORTRESS, 1) && (CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD))) || (ctx->GetOption(RSK_GERUDO_FORTRESS).IsNot(RO_GF_NORMAL) && ctx->GetOption(RSK_GERUDO_FORTRESS).IsNot(RO_GF_FAST)); HasShield = CanUse(RG_HYLIAN_SHIELD) || CanUse(RG_DEKU_SHIELD); //Mirror shield can't reflect attacks @@ -721,7 +721,7 @@ namespace Rando { /*if (IsGlitched && (false)) { return GanonsCastleKeys >= requiredAmountGlitched; }*/ - return ctx->GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE_COLLAPSE) >= requiredAmountGlitchless; + return ctx->GetSmallKeyCount(SCENE_INSIDE_GANONS_CASTLE) >= requiredAmountGlitchless; case RR_MARKET_TREASURE_CHEST_GAME: /*if (IsGlitched && (false)) { @@ -729,6 +729,9 @@ namespace Rando { }*/ return ctx->GetSmallKeyCount(SCENE_TREASURE_BOX_SHOP) >= requiredAmountGlitchless; + case RR_GERUDO_FORTRESS: + return ctx->GetSmallKeyCount(SCENE_THIEVES_HIDEOUT) >= requiredAmountGlitchless; + default: return false; } From a1896eb764f4635b2f8386a168f5bc152d45f6c0 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 30 Jul 2024 13:29:46 -0700 Subject: [PATCH 18/26] Change all logic use of `bool remove` to be `bool state` and work on the affirmative assumption. --- soh/soh/Enhancements/randomizer/context.cpp | 134 ++++++++++---------- soh/soh/Enhancements/randomizer/context.h | 12 +- soh/soh/Enhancements/randomizer/item.cpp | 4 +- 3 files changed, 75 insertions(+), 75 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index 581f6f22b7e..ccdd92a1d41 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -505,13 +505,13 @@ std::map Context::RandoGetToQuestItem = { uint32_t HookshotLookup[3] = { ITEM_NONE, ITEM_HOOKSHOT, ITEM_LONGSHOT }; uint32_t OcarinaLookup[3] = { ITEM_NONE, ITEM_OCARINA_FAIRY, ITEM_OCARINA_TIME }; -void Context::ApplyItemEffect(Item& item, bool remove) { +void Context::ApplyItemEffect(Item& item, bool state) { auto randoGet = item.GetRandomizerGet(); if (item.GetGIEntry()->objectId == OBJECT_GI_STICK) { - SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); + SetInventory(ITEM_STICK, (!state ? ITEM_NONE : ITEM_STICK)); } if (item.GetGIEntry()->objectId == OBJECT_GI_NUTS) { - SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); + SetInventory(ITEM_NUT, (!state ? ITEM_NONE : ITEM_NUT)); } switch (item.GetItemType()) { case ITEMTYPE_ITEM: @@ -519,16 +519,16 @@ void Context::ApplyItemEffect(Item& item, bool remove) { switch (randoGet) { case RG_STONE_OF_AGONY: case RG_GERUDO_MEMBERSHIP_CARD: - SetQuestItem(RandoGetToQuestItem.at(randoGet), remove); + SetQuestItem(RandoGetToQuestItem.at(randoGet), state); break; case RG_WEIRD_EGG: - SetRandoInf(RAND_INF_WEIRD_EGG, remove); + SetRandoInf(RAND_INF_WEIRD_EGG, state); break; case RG_ZELDAS_LETTER: - SetRandoInf(RAND_INF_ZELDAS_LETTER, remove); + SetRandoInf(RAND_INF_ZELDAS_LETTER, state); break; case RG_DOUBLE_DEFENSE: - mSaveContext->isDoubleDefenseAcquired = !remove; + mSaveContext->isDoubleDefenseAcquired = state; break; case RG_POCKET_EGG: case RG_COJIRO: @@ -540,7 +540,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_EYEBALL_FROG: case RG_EYEDROPS: case RG_CLAIM_CHECK: - if (remove) { + if (!state) { mSaveContext->adultTradeItems &= ~(1 << (item.GetGIEntry()->itemId - ITEM_POCKET_EGG)); } else { @@ -555,7 +555,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { break; } } - auto newItem = i + (remove ? -1 : 1); + auto newItem = i + (!state ? -1 : 1); if (newItem < 0) { newItem = 0; } @@ -567,87 +567,87 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_PROGRESSIVE_STRENGTH: { auto currentLevel = CurrentUpgrade(UPG_STRENGTH); - auto newLevel = currentLevel + (remove ? -1 : 1); + auto newLevel = currentLevel + (!state ? -1 : 1); SetUpgrade(UPG_STRENGTH, newLevel); } break; case RG_PROGRESSIVE_BOMB_BAG: { auto currentLevel = CurrentUpgrade(UPG_BOMB_BAG); - auto newLevel = currentLevel + (remove ? -1 : 1); - if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { - SetInventory(ITEM_BOMB, (remove ? ITEM_NONE : ITEM_BOMB)); + auto newLevel = currentLevel + (!state ? -1 : 1); + if (currentLevel == 0 && state || currentLevel == 1 && !state) { + SetInventory(ITEM_BOMB, (!state ? ITEM_NONE : ITEM_BOMB)); } SetUpgrade(UPG_BOMB_BAG, newLevel); } break; case RG_PROGRESSIVE_BOW: { auto currentLevel = CurrentUpgrade(UPG_QUIVER); - auto newLevel = currentLevel + (remove ? -1 : 1); - if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { - SetInventory(ITEM_BOW, (remove ? ITEM_NONE : ITEM_BOW)); + auto newLevel = currentLevel + (!state ? -1 : 1); + if (currentLevel == 0 && state || currentLevel == 1 && !state) { + SetInventory(ITEM_BOW, (!state ? ITEM_NONE : ITEM_BOW)); } SetUpgrade(UPG_QUIVER, newLevel); } break; case RG_PROGRESSIVE_SLINGSHOT: { auto currentLevel = CurrentUpgrade(UPG_BULLET_BAG); - auto newLevel = currentLevel + (remove ? -1 : 1); - if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { - SetInventory(ITEM_SLINGSHOT, (remove ? ITEM_NONE : ITEM_SLINGSHOT)); + auto newLevel = currentLevel + (!state ? -1 : 1); + if (currentLevel == 0 && state || currentLevel == 1 && !state) { + SetInventory(ITEM_SLINGSHOT, (!state ? ITEM_NONE : ITEM_SLINGSHOT)); } SetUpgrade(UPG_BULLET_BAG, newLevel); } break; case RG_PROGRESSIVE_WALLET: { auto currentLevel = CurrentUpgrade(UPG_WALLET); - if (!CheckRandoInf(RAND_INF_HAS_WALLET) && !remove) { - SetRandoInf(RAND_INF_HAS_WALLET, false); - } - else if (currentLevel == 0 && remove) { + if (!CheckRandoInf(RAND_INF_HAS_WALLET) && state) { SetRandoInf(RAND_INF_HAS_WALLET, true); } + else if (currentLevel == 0 && !state) { + SetRandoInf(RAND_INF_HAS_WALLET, false); + } else { - auto newLevel = currentLevel + (remove ? -1 : 1); + auto newLevel = currentLevel + (!state ? -1 : 1); SetUpgrade(UPG_WALLET, newLevel); } } break; case RG_PROGRESSIVE_SCALE: { auto currentLevel = CurrentUpgrade(UPG_SCALE); - if (!CheckRandoInf(RAND_INF_CAN_SWIM) && !remove) { - SetRandoInf(RAND_INF_CAN_SWIM, false); - } - else if (currentLevel == 0 && remove) { + if (!CheckRandoInf(RAND_INF_CAN_SWIM) && state) { SetRandoInf(RAND_INF_CAN_SWIM, true); } + else if (currentLevel == 0 && !state) { + SetRandoInf(RAND_INF_CAN_SWIM, false); + } else { - auto newLevel = currentLevel + (remove ? -1 : 1); + auto newLevel = currentLevel + (!state ? -1 : 1); SetUpgrade(UPG_SCALE, newLevel); } } break; case RG_PROGRESSIVE_NUT_UPGRADE: { auto currentLevel = CurrentUpgrade(UPG_NUTS); - auto newLevel = currentLevel + (remove ? -1 : 1); - if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { - SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); + auto newLevel = currentLevel + (!state ? -1 : 1); + if (currentLevel == 0 && state || currentLevel == 1 && !state) { + SetInventory(ITEM_NUT, (!state ? ITEM_NONE : ITEM_NUT)); } SetUpgrade(UPG_NUTS, newLevel); } break; case RG_PROGRESSIVE_STICK_UPGRADE: { auto currentLevel = CurrentUpgrade(UPG_STICKS); - auto newLevel = currentLevel + (remove ? -1 : 1); - if (currentLevel == 0 && !remove || currentLevel == 1 && remove) { - SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); + auto newLevel = currentLevel + (!state ? -1 : 1); + if (currentLevel == 0 && state || currentLevel == 1 && !state) { + SetInventory(ITEM_STICK, (!state ? ITEM_NONE : ITEM_STICK)); } SetUpgrade(UPG_STICKS, newLevel); } break; case RG_PROGRESSIVE_BOMBCHUS: - SetInventory(ITEM_BOMBCHU, (remove ? ITEM_NONE : ITEM_BOMBCHU)); + SetInventory(ITEM_BOMBCHU, (!state ? ITEM_NONE : ITEM_BOMBCHU)); break; case RG_PROGRESSIVE_MAGIC_METER: - mSaveContext->magicLevel += (remove ? -1 : 1); + mSaveContext->magicLevel += (!state ? -1 : 1); break; case RG_PROGRESSIVE_OCARINA: { @@ -657,7 +657,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { break; } } - i += (remove ? -1 : 1); + i += (!state ? -1 : 1); if (i < 0) { i = 0; } @@ -667,10 +667,10 @@ void Context::ApplyItemEffect(Item& item, bool remove) { SetInventory(ITEM_OCARINA_FAIRY, OcarinaLookup[i]); } break; case RG_HEART_CONTAINER: - mSaveContext->healthCapacity += (remove ? -16 : 16); + mSaveContext->healthCapacity += (!state ? -16 : 16); break; case RG_PIECE_OF_HEART: - mSaveContext->healthCapacity += (remove ? -4 : 4); + mSaveContext->healthCapacity += (!state ? -4 : 4); break; case RG_BOOMERANG: case RG_LENS_OF_TRUTH: @@ -681,14 +681,14 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_FIRE_ARROWS: case RG_ICE_ARROWS: case RG_LIGHT_ARROWS: - SetInventory(item.GetGIEntry()->itemId, (remove ? ITEM_NONE : item.GetGIEntry()->itemId)); + SetInventory(item.GetGIEntry()->itemId, (!state ? ITEM_NONE : item.GetGIEntry()->itemId)); break; case RG_MAGIC_BEAN: case RG_MAGIC_BEAN_PACK: { auto change = (item.GetRandomizerGet() == RG_MAGIC_BEAN ? 1 : 10); auto current = GetAmmo(ITEM_BEAN); - SetAmmo(ITEM_BEAN, current + (remove ? -change : change)); + SetAmmo(ITEM_BEAN, current + (!state ? -change : change)); } break; case RG_EMPTY_BOTTLE: case RG_BOTTLE_WITH_MILK: @@ -712,7 +712,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { mSaveContext->inventory.items[slot] = item.GetGIEntry()->itemId; } break; case RG_RUTOS_LETTER: - SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, remove); + SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER, state); break; case RG_GOHMA_SOUL: case RG_KING_DODONGO_SOUL: @@ -729,16 +729,16 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_OCARINA_C_LEFT_BUTTON: case RG_OCARINA_C_RIGHT_BUTTON: case RG_GREG_RUPEE: - SetRandoInf(RandoGetToFlag.at(randoGet), remove); + SetRandoInf(RandoGetToFlag.at(randoGet), state); break; case RG_TRIFORCE_PIECE: - mSaveContext->triforcePiecesCollected += (remove ? -1 : 1); + mSaveContext->triforcePiecesCollected += (!state ? -1 : 1); break; case RG_BOMBCHU_5: case RG_BOMBCHU_10: case RG_BOMBCHU_20: case RG_BOMBCHU_DROP: - SetInventory(ITEM_BOMBCHU, (remove ? ITEM_NONE : ITEM_BOMBCHU)); + SetInventory(ITEM_BOMBCHU, (!state ? ITEM_NONE : ITEM_BOMBCHU)); break; } } @@ -750,7 +750,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { return; } uint32_t equipId = RandoGetToFlag.find(itemRG)->second; - if (remove) { + if (!state) { mSaveContext->inventory.equipment &= ~equipId; if (equipId == EQUIP_FLAG_SWORD_BGS) { mSaveContext->bgsFlag = false; @@ -766,16 +766,16 @@ void Context::ApplyItemEffect(Item& item, bool remove) { break; case ITEMTYPE_DUNGEONREWARD: case ITEMTYPE_SONG: - SetQuestItem(RandoGetToQuestItem.find(item.GetRandomizerGet())->second, remove); + SetQuestItem(RandoGetToQuestItem.find(item.GetRandomizerGet())->second, state); break; case ITEMTYPE_MAP: - SetDungeonItem(DUNGEON_MAP, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + SetDungeonItem(DUNGEON_MAP, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, state); break; case ITEMTYPE_COMPASS: - SetDungeonItem(DUNGEON_COMPASS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + SetDungeonItem(DUNGEON_COMPASS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, state); break; case ITEMTYPE_BOSSKEY: - SetDungeonItem(DUNGEON_KEY_BOSS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, remove); + SetDungeonItem(DUNGEON_KEY_BOSS, RandoGetToDungeonScene.find(item.GetRandomizerGet())->second, state); break; case ITEMTYPE_FORTRESS_SMALLKEY: case ITEMTYPE_SMALLKEY: @@ -784,7 +784,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { auto keyring = randoGet >= RG_FOREST_TEMPLE_KEY_RING && randoGet <= RG_GANONS_CASTLE_KEY_RING; auto dungeonIndex = RandoGetToDungeonScene.find(randoGet)->second; auto count = GetSmallKeyCount(dungeonIndex); - if (remove) { + if (!state) { if (keyring) { count = 0; } @@ -803,7 +803,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { SetSmallKeyCount(dungeonIndex, count); } break; case ITEMTYPE_TOKEN: - mSaveContext->inventory.gsTokens += (remove ? -1 : 1); + mSaveContext->inventory.gsTokens += (!state ? -1 : 1); break; case ITEMTYPE_EVENT: break; @@ -814,7 +814,7 @@ void Context::ApplyItemEffect(Item& item, bool remove) { RandomizerGet itemRG = item.GetRandomizerGet(); if (itemRG == RG_BUY_HYLIAN_SHIELD || itemRG == RG_BUY_DEKU_SHIELD || itemRG == RG_BUY_GORON_TUNIC || itemRG == RG_BUY_ZORA_TUNIC) { uint32_t equipId = RandoGetToFlag.find(itemRG)->second; - if (remove) { + if (!state) { mSaveContext->inventory.equipment &= ~equipId; } else { @@ -826,18 +826,18 @@ void Context::ApplyItemEffect(Item& item, bool remove) { case RG_DEKU_NUTS_10: case RG_BUY_DEKU_NUTS_5: case RG_BUY_DEKU_NUTS_10: - SetInventory(ITEM_NUT, (remove ? ITEM_NONE : ITEM_NUT)); + SetInventory(ITEM_NUT, (!state ? ITEM_NONE : ITEM_NUT)); break; case RG_DEKU_STICK_1: case RG_BUY_DEKU_STICK_1: case RG_STICKS: - SetInventory(ITEM_STICK, (remove ? ITEM_NONE : ITEM_STICK)); + SetInventory(ITEM_STICK, (!state ? ITEM_NONE : ITEM_STICK)); break; case RG_BOMBCHU_5: case RG_BOMBCHU_10: case RG_BOMBCHU_20: case RG_BOMBCHU_DROP: - SetInventory(ITEM_BOMBCHU, (remove ? ITEM_NONE : ITEM_BOMBCHU)); + SetInventory(ITEM_BOMBCHU, (!state ? ITEM_NONE : ITEM_BOMBCHU)); break; } } break; @@ -1095,9 +1095,9 @@ bool Context::HasAdultTrade(uint32_t itemID) { return mSaveContext->adultTradeItems & (1 << tradeIndex); } -void Context::SetAdultTrade(uint32_t itemID, bool remove) { +void Context::SetAdultTrade(uint32_t itemID, bool state) { int tradeIndex = itemID - ITEM_POCKET_EGG; - if (remove) { + if (!state) { mSaveContext->adultTradeItems &= ~(1 << tradeIndex); } else { @@ -1105,8 +1105,8 @@ void Context::SetAdultTrade(uint32_t itemID, bool remove) { } } -void Context::SetQuestItem(uint32_t item, bool remove) { - if (remove) { +void Context::SetQuestItem(uint32_t item, bool state) { + if (!state) { mSaveContext->inventory.questItems &= ~(1 << item); } else { @@ -1126,8 +1126,8 @@ bool Context::CheckDungeonItem(uint32_t item, uint32_t dungeonIndex) { return mSaveContext->inventory.dungeonItems[dungeonIndex] & gBitFlags[item]; } -void Context::SetDungeonItem(uint32_t item, uint32_t dungeonIndex, bool remove) { - if (remove) { +void Context::SetDungeonItem(uint32_t item, uint32_t dungeonIndex, bool state) { + if (!state) { mSaveContext->inventory.dungeonItems[dungeonIndex] &= ~gBitFlags[item]; } else { @@ -1139,8 +1139,8 @@ bool Context::CheckRandoInf(uint32_t flag) { return mSaveContext->randomizerInf[flag >> 4] & (1 << (flag & 0xF)); } -void Context::SetRandoInf(uint32_t flag, bool disable) { - if (disable) { +void Context::SetRandoInf(uint32_t flag, bool state) { + if (!state) { mSaveContext->randomizerInf[flag >> 4] &= ~(1 << (flag & 0xF)); } else { @@ -1152,8 +1152,8 @@ bool Context::CheckEventChkInf(int32_t flag) { return mSaveContext->eventChkInf[flag >> 4] & (1 << (flag & 0xF)); } -void Context::SetEventChkInf(int32_t flag, bool disable) { - if (disable) { +void Context::SetEventChkInf(int32_t flag, bool state) { + if (!state) { mSaveContext->eventChkInf[flag >> 4] &= ~(1 << (flag & 0xF)); } else { diff --git a/soh/soh/Enhancements/randomizer/context.h b/soh/soh/Enhancements/randomizer/context.h index b0c0cf177f5..81d372ee47f 100644 --- a/soh/soh/Enhancements/randomizer/context.h +++ b/soh/soh/Enhancements/randomizer/context.h @@ -67,7 +67,7 @@ class Context { void SetSpoilerLoaded(bool spoilerLoaded = true); bool IsPlandoLoaded() const; void SetPlandoLoaded(bool plandoLoaded = true); - void ApplyItemEffect(Item& item, bool remove); + void ApplyItemEffect(Item& item, bool state); std::shared_ptr GetSettings(); std::shared_ptr GetEntranceShuffler(); std::shared_ptr GetDungeons(); @@ -107,18 +107,18 @@ class Context { void SetInventory(uint32_t itemSlot, uint32_t item); bool CheckEquipment(uint32_t item); bool CheckQuestItem(uint32_t item); - void SetQuestItem(uint32_t item, bool remove); + void SetQuestItem(uint32_t item, bool state); bool HasAdultTrade(uint32_t item); - void SetAdultTrade(uint32_t item, bool remove); + void SetAdultTrade(uint32_t item, bool state); uint8_t GetSmallKeyCount(uint32_t dungeonIndex); void SetSmallKeyCount(uint32_t dungeonIndex, uint8_t count); bool CheckDungeonItem(uint32_t item, uint32_t dungeonIndex); - void SetDungeonItem(uint32_t item, uint32_t dungeonIndex, bool remove); + void SetDungeonItem(uint32_t item, uint32_t dungeonIndex, bool state); bool CheckRandoInf(uint32_t flag); - void SetRandoInf(uint32_t flag, bool disable); + void SetRandoInf(uint32_t flag, bool state); bool CheckEventChkInf(int32_t flag); uint8_t GetGSCount(); - void SetEventChkInf(int32_t flag, bool disable); + void SetEventChkInf(int32_t flag, bool state); uint8_t GetAmmo(uint32_t item); void SetAmmo(uint32_t item, uint8_t count); diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index e27fbeb1048..0623a9a4973 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -39,14 +39,14 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, void Item::ApplyEffect() const { auto ctx = Rando::Context::GetInstance(); - ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false); + ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true); ctx->GetLogic()->SetInLogic(logicVar, true); ctx->GetLogic()->UpdateHelpers(); } void Item::UndoEffect() const { auto ctx = Rando::Context::GetInstance(); - ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true); + ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false); ctx->GetLogic()->SetInLogic(logicVar, false); ctx->GetLogic()->UpdateHelpers(); } From 500d1403b6756592271334cd016a9c4e6ca27d30 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 30 Jul 2024 14:11:09 -0700 Subject: [PATCH 19/26] Forgot the `Set(x)` uses in `Logic::Reset()`. --- soh/soh/Enhancements/randomizer/logic.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index a77d63e4570..5727b6c4e2e 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -897,11 +897,11 @@ namespace Rando { //Ocarina C Buttons bool ocBtnShuffle = ctx->GetOption(RSK_SHUFFLE_OCARINA_BUTTONS).Is(true); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_A, ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_UP, ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_DOWN, ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_LEFT, ocBtnShuffle); - ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT, ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_A, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_UP, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_DOWN, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_LEFT, !ocBtnShuffle); + ctx->SetRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT, !ocBtnShuffle); //Progressive Items ctx->SetUpgrade(UPG_STICKS, ctx->GetOption(RSK_SHUFFLE_DEKU_STICK_BAG).Is(true) ? 0 : 1); @@ -913,7 +913,7 @@ namespace Rando { ProgressiveScale = 0; if (ctx->GetOption(RSK_SHUFFLE_SWIM).Is(false)) { ProgressiveScale = 1; - ctx->SetRandoInf(RAND_INF_CAN_SWIM, false); + ctx->SetRandoInf(RAND_INF_CAN_SWIM, true); } ProgressiveHookshot = 0; ProgressiveBow = 0; @@ -921,7 +921,7 @@ namespace Rando { ProgressiveWallet = 0; if (ctx->GetOption(RSK_SHUFFLE_CHILD_WALLET).Is(false)) { ProgressiveWallet = 1; - ctx->SetRandoInf(RAND_INF_HAS_WALLET, false); + ctx->SetRandoInf(RAND_INF_HAS_WALLET, true); } ProgressiveStrength = 0; ProgressiveOcarina = 0; From ee822df9dad9c765583cef91752d772300351d92 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 30 Jul 2024 15:44:39 -0700 Subject: [PATCH 20/26] Fix fishing pole effect application. --- soh/soh/Enhancements/randomizer/context.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index ccdd92a1d41..3cb309ae87f 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -424,8 +424,9 @@ std::map Context::RandoGetToFlag = { { RG_OCARINA_C_DOWN_BUTTON, RAND_INF_HAS_OCARINA_C_DOWN }, { RG_OCARINA_C_LEFT_BUTTON, RAND_INF_HAS_OCARINA_C_LEFT }, { RG_OCARINA_C_RIGHT_BUTTON, RAND_INF_HAS_OCARINA_C_RIGHT }, - { RG_SKELETON_KEY, RAND_INF_HAS_SKELETON_KEY }, - { RG_GREG_RUPEE, RAND_INF_GREG_FOUND } + { RG_SKELETON_KEY, RAND_INF_HAS_SKELETON_KEY }, + { RG_GREG_RUPEE, RAND_INF_GREG_FOUND }, + { RG_FISHING_POLE, RAND_INF_FISHING_POLE_FOUND } }; std::map Context::RandoGetToDungeonScene = { @@ -729,6 +730,7 @@ void Context::ApplyItemEffect(Item& item, bool state) { case RG_OCARINA_C_LEFT_BUTTON: case RG_OCARINA_C_RIGHT_BUTTON: case RG_GREG_RUPEE: + case RG_FISHING_POLE: SetRandoInf(RandoGetToFlag.at(randoGet), state); break; case RG_TRIFORCE_PIECE: From 08d33c86d3e6c7b0fa0f3240b44876181db92785 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Tue, 30 Jul 2024 15:52:41 -0700 Subject: [PATCH 21/26] fishing pole tweak --- soh/soh/Enhancements/randomizer/logic.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 5727b6c4e2e..27d4fa491e2 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -614,7 +614,7 @@ namespace Rando { CanGetNightTimeGS = (CanUse(RG_SUNS_SONG) || !ctx->GetOption(RSK_SKULLS_SUNS_SONG)); CanBreakUpperBeehives = HookshotOrBoomerang || (ctx->GetTrickOption(RT_BOMBCHU_BEEHIVES) && HasBombchus); CanBreakLowerBeehives = CanBreakUpperBeehives || Bombs; - CanFish = ChildsWallet && (CanUse(RG_FISHING_POLE) || !ctx->GetOption(RSK_SHUFFLE_FISHING_POLE)); + CanFish = ChildsWallet && (HasItem(RG_FISHING_POLE) || !ctx->GetOption(RSK_SHUFFLE_FISHING_POLE)); CanGetChildFish = CanFish && (IsChild || (IsAdult && !ctx->GetOption(RSK_FISHSANITY_AGE_SPLIT))); CanGetAdultFish = CanFish && IsAdult && ctx->GetOption(RSK_FISHSANITY_AGE_SPLIT); From 5effd11dd16f6031b25eb6a72d904425acbbb743 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Wed, 31 Jul 2024 09:14:45 -0700 Subject: [PATCH 22/26] Add `RG_BOMB_BAG`, `RG_NUTS` and `RG_STICKS` to `HasItem()`. Fix silver and gold gauntlet checks in `HasItem()`. Change Nuts and Sticks helpers to use non-progressive RGs in `UpdateHelpers()`. --- soh/soh/Enhancements/randomizer/logic.cpp | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 27d4fa491e2..22b01b09b06 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -47,6 +47,7 @@ namespace Rando { case RG_LONGSHOT: return ctx->CheckInventory(ITEM_LONGSHOT, true); case RG_PROGRESSIVE_STICK_UPGRADE: + case RG_STICKS: return ctx->CurrentUpgrade(UPG_STICKS); case RG_FIRE_ARROWS: return ctx->CheckInventory(ITEM_ARROW_FIRE, true); @@ -61,6 +62,7 @@ namespace Rando { case RG_BOOMERANG: return ctx->CheckInventory(ITEM_BOOMERANG, true); case RG_PROGRESSIVE_NUT_UPGRADE: + case RG_NUTS: return ctx->CurrentUpgrade(UPG_NUTS); case RG_SCARECROW: return Scarecrow; @@ -89,10 +91,11 @@ namespace Rando { case RG_GORONS_BRACELET: return ctx->CurrentUpgrade(UPG_STRENGTH); case RG_SILVER_GAUNTLETS: - return ctx->CurrentUpgrade(UPG_STRENGTH); + return ctx->CurrentUpgrade(UPG_STRENGTH) >= 2; case RG_GOLDEN_GAUNTLETS: - return ctx->CurrentUpgrade(UPG_STRENGTH); + return ctx->CurrentUpgrade(UPG_STRENGTH) >= 3; case RG_PROGRESSIVE_BOMB_BAG: + case RG_BOMB_BAG: return ctx->CurrentUpgrade(UPG_BOMB_BAG); case RG_MAGIC_SINGLE: return ctx->GetSaveContext()->magicLevel >= 1; @@ -555,8 +558,8 @@ namespace Rando { //refills Bombs = HasItem(RG_PROGRESSIVE_BOMB_BAG); - Nuts = DekuNutDrop || HasItem(RG_PROGRESSIVE_NUT_UPGRADE); - Sticks = DekuStickDrop || HasItem(RG_PROGRESSIVE_STICK_UPGRADE); + Nuts = DekuNutDrop || HasItem(RG_NUTS); + Sticks = DekuStickDrop || HasItem(RG_STICKS); Bugs = HasBottle && BugsAccess; BlueFireAccess = BlueFireAccess || GetInLogic(LOGIC_BLUE_FIRE_ACCESS); BlueFire = (HasBottle && BlueFireAccess) || (ctx->GetOption(RSK_BLUE_FIRE_ARROWS) && CanUse(RG_ICE_ARROWS)); From 180f8973f36202004054a4fb418046491520ec20 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Wed, 31 Jul 2024 09:52:08 -0700 Subject: [PATCH 23/26] Change mSaveContext to simple pointer. Set `mSaveContext` to `&gSaveContext` when loading a save file. Modify `Item::GetGIEntry()` to use rando context's SaveContext pointer instead of the gSaveContext macros. Utilize `Item::GetGIEntry()` to get real RG of infinite upgrades and set rando infs accordingly, skipping upgrade level incrementing (which was causing overflow of wallets for some reason). --- soh/soh/Enhancements/randomizer/context.cpp | 61 +++++++++++++++++++-- soh/soh/Enhancements/randomizer/context.h | 5 +- soh/soh/Enhancements/randomizer/item.cpp | 31 ++++++----- soh/soh/Enhancements/randomizer/logic.cpp | 2 + soh/soh/SaveManager.cpp | 3 +- 5 files changed, 78 insertions(+), 24 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index 3cb309ae87f..221f63d10b5 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -573,6 +573,11 @@ void Context::ApplyItemEffect(Item& item, bool state) { } break; case RG_PROGRESSIVE_BOMB_BAG: { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_BOMB_BAG_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_BOMB_BAG, true); + break; + } auto currentLevel = CurrentUpgrade(UPG_BOMB_BAG); auto newLevel = currentLevel + (!state ? -1 : 1); if (currentLevel == 0 && state || currentLevel == 1 && !state) { @@ -582,6 +587,11 @@ void Context::ApplyItemEffect(Item& item, bool state) { } break; case RG_PROGRESSIVE_BOW: { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_QUIVER_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_QUIVER, true); + break; + } auto currentLevel = CurrentUpgrade(UPG_QUIVER); auto newLevel = currentLevel + (!state ? -1 : 1); if (currentLevel == 0 && state || currentLevel == 1 && !state) { @@ -591,6 +601,11 @@ void Context::ApplyItemEffect(Item& item, bool state) { } break; case RG_PROGRESSIVE_SLINGSHOT: { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_BULLET_BAG_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_BULLET_BAG, true); + break; + } auto currentLevel = CurrentUpgrade(UPG_BULLET_BAG); auto newLevel = currentLevel + (!state ? -1 : 1); if (currentLevel == 0 && state || currentLevel == 1 && !state) { @@ -600,6 +615,11 @@ void Context::ApplyItemEffect(Item& item, bool state) { } break; case RG_PROGRESSIVE_WALLET: { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_WALLET_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_MONEY, true); + break; + } auto currentLevel = CurrentUpgrade(UPG_WALLET); if (!CheckRandoInf(RAND_INF_HAS_WALLET) && state) { SetRandoInf(RAND_INF_HAS_WALLET, true); @@ -628,6 +648,11 @@ void Context::ApplyItemEffect(Item& item, bool state) { } break; case RG_PROGRESSIVE_NUT_UPGRADE: { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_NUT_UPGRADE_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_NUT_UPGRADE, true); + break; + } auto currentLevel = CurrentUpgrade(UPG_NUTS); auto newLevel = currentLevel + (!state ? -1 : 1); if (currentLevel == 0 && state || currentLevel == 1 && !state) { @@ -637,6 +662,11 @@ void Context::ApplyItemEffect(Item& item, bool state) { } break; case RG_PROGRESSIVE_STICK_UPGRADE: { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_STICK_UPGRADE_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_STICK_UPGRADE, true); + break; + } auto currentLevel = CurrentUpgrade(UPG_STICKS); auto newLevel = currentLevel + (!state ? -1 : 1); if (currentLevel == 0 && state || currentLevel == 1 && !state) { @@ -645,11 +675,23 @@ void Context::ApplyItemEffect(Item& item, bool state) { SetUpgrade(UPG_STICKS, newLevel); } break; case RG_PROGRESSIVE_BOMBCHUS: + { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_BOMBCHU_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_BOMBCHUS, true); + break; + } SetInventory(ITEM_BOMBCHU, (!state ? ITEM_NONE : ITEM_BOMBCHU)); - break; + } break; case RG_PROGRESSIVE_MAGIC_METER: + { + auto realGI = item.GetGIEntry(); + if (realGI->itemId == RG_MAGIC_INF && realGI->modIndex == MOD_RANDOMIZER) { + SetRandoInf(RAND_INF_HAS_INFINITE_MAGIC_METER, true); + break; + } mSaveContext->magicLevel += (!state ? -1 : 1); - break; + } break; case RG_PROGRESSIVE_OCARINA: { uint8_t i; @@ -874,15 +916,15 @@ std::shared_ptr Context::GetLogic() { return mLogic; } -std::shared_ptr Context::GetSaveContext() { - if (mSaveContext.get() == nullptr) { +SaveContext* Context::GetSaveContext() { + if (mSaveContext == nullptr) { NewSaveContext(); } return mSaveContext; } void Context::SetSaveContext(SaveContext* context) { - mSaveContext = std::shared_ptr(context); + mSaveContext = context; } void Context::InitSaveContext() { @@ -1029,7 +1071,10 @@ void Context::InitSaveContext() { } void Context::NewSaveContext() { - mSaveContext = std::make_shared(); + if (mSaveContext != nullptr && mSaveContext != &gSaveContext) { + free(mSaveContext); + } + mSaveContext = new SaveContext(); InitSaveContext(); } @@ -1070,6 +1115,10 @@ uint32_t Context::CurrentUpgrade(uint32_t upgrade) { return (mSaveContext->inventory.upgrades & gUpgradeMasks[upgrade]) >> gUpgradeShifts[upgrade]; } +uint32_t Context::CurrentInventory(uint32_t item) { + return mSaveContext->inventory.items[InventorySlot(item)]; +} + void Context::SetUpgrade(uint32_t upgrade, uint8_t level) { mSaveContext->inventory.upgrades &= gUpgradeNegMasks[upgrade]; mSaveContext->inventory.upgrades |= level << gUpgradeShifts[upgrade]; diff --git a/soh/soh/Enhancements/randomizer/context.h b/soh/soh/Enhancements/randomizer/context.h index 81d372ee47f..da7f8ccb789 100644 --- a/soh/soh/Enhancements/randomizer/context.h +++ b/soh/soh/Enhancements/randomizer/context.h @@ -74,7 +74,7 @@ class Context { std::shared_ptr GetFishsanity(); DungeonInfo* GetDungeon(size_t key) const; std::shared_ptr GetLogic(); - std::shared_ptr GetSaveContext(); + SaveContext* GetSaveContext(); void SetSaveContext(SaveContext* context); void InitSaveContext(); void NewSaveContext(); @@ -103,6 +103,7 @@ class Context { uint8_t InventorySlot(uint32_t item); void SetUpgrade(uint32_t upgrade, uint8_t level); uint32_t CurrentUpgrade(uint32_t upgrade); + uint32_t CurrentInventory(uint32_t item); bool CheckInventory(uint32_t item, bool exact); void SetInventory(uint32_t itemSlot, uint32_t item); bool CheckEquipment(uint32_t item); @@ -130,7 +131,7 @@ class Context { std::shared_ptr mEntranceShuffler; std::shared_ptr mDungeons; std::shared_ptr mLogic; - std::shared_ptr mSaveContext; + SaveContext* mSaveContext = nullptr; std::shared_ptr mTrials; std::shared_ptr mFishsanity; bool mSeedGenerated = false; diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index 0623a9a4973..be6adf1bae5 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -83,13 +83,14 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio if (giEntry != nullptr) { return giEntry; } + auto ctx = Rando::Context::GetInstance(); RandomizerGet actual = RG_NONE; const bool tycoonWallet = OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SHOPSANITY) > RO_SHOPSANITY_ZERO_ITEMS; const u8 infiniteUpgrades = OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_INFINITE_UPGRADES); switch (randomizerGet) { case RG_PROGRESSIVE_STICK_UPGRADE: - switch (CUR_UPG_VALUE(UPG_STICKS)) { + switch (ctx->CurrentUpgrade(UPG_STICKS)) { case 0: if (OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SHUFFLE_DEKU_STICK_BAG)) { actual = RG_DEKU_STICK_BAG; @@ -118,7 +119,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_NUT_UPGRADE: - switch (CUR_UPG_VALUE(UPG_NUTS)) { + switch (ctx->CurrentUpgrade(UPG_NUTS)) { case 0: if (OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_SHUFFLE_DEKU_NUT_BAG)) { actual = RG_DEKU_NUT_BAG; @@ -147,7 +148,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_BOMB_BAG: - switch (CUR_UPG_VALUE(UPG_BOMB_BAG)) { + switch (ctx->CurrentUpgrade(UPG_BOMB_BAG)) { case 0: actual = RG_BOMB_BAG; break; @@ -174,7 +175,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_BOW: - switch (CUR_UPG_VALUE(UPG_QUIVER)) { + switch (ctx->CurrentUpgrade(UPG_QUIVER)) { case 0: actual = RG_FAIRY_BOW; break; @@ -201,7 +202,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_SLINGSHOT: - switch (CUR_UPG_VALUE(UPG_BULLET_BAG)) { + switch (ctx->CurrentUpgrade(UPG_BULLET_BAG)) { case 0: actual = RG_FAIRY_SLINGSHOT; break; @@ -228,7 +229,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_OCARINA: - switch (INV_CONTENT(ITEM_OCARINA_FAIRY)) { + switch (ctx->CurrentInventory(ITEM_OCARINA_FAIRY)) { case ITEM_NONE: actual = RG_FAIRY_OCARINA; break; @@ -241,7 +242,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_HOOKSHOT: - switch (INV_CONTENT(ITEM_HOOKSHOT)) { + switch (ctx->CurrentInventory(ITEM_HOOKSHOT)) { case ITEM_NONE: actual = RG_HOOKSHOT; break; @@ -254,7 +255,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_STRENGTH: - switch (CUR_UPG_VALUE(UPG_STRENGTH)) { + switch (ctx->CurrentUpgrade(UPG_STRENGTH)) { case 0: actual = RG_GORONS_BRACELET; break; @@ -270,11 +271,11 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_WALLET: - if (!Flags_GetRandomizerInf(RAND_INF_HAS_WALLET)) { + if (!ctx->CheckRandoInf(RAND_INF_HAS_WALLET)) { actual = RG_CHILD_WALLET; break; } - switch (CUR_UPG_VALUE(UPG_WALLET)) { + switch (ctx->CurrentUpgrade(UPG_WALLET)) { case 0: actual = RG_ADULT_WALLET; break; @@ -297,11 +298,11 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_SCALE: - if (!Flags_GetRandomizerInf(RAND_INF_CAN_SWIM)) { + if (!ctx->CheckRandoInf(RAND_INF_CAN_SWIM)) { actual = RG_BRONZE_SCALE; break; } - switch (CUR_UPG_VALUE(UPG_SCALE)) { + switch (ctx->CurrentUpgrade(UPG_SCALE)) { case 0: actual = RG_SILVER_SCALE; break; @@ -314,7 +315,7 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio } break; case RG_PROGRESSIVE_MAGIC_METER: - switch (gSaveContext.magicLevel) { + switch (ctx->GetSaveContext()->magicLevel) { case 0: actual = RG_MAGIC_SINGLE; break; @@ -337,11 +338,11 @@ std::shared_ptr Item::GetGIEntry() const { // NOLINT(*-no-recursio actual = RG_BIGGORON_SWORD; break; case RG_PROGRESSIVE_BOMBCHUS: - if (INV_CONTENT(ITEM_BOMBCHU) == ITEM_NONE) { + if (ctx->CurrentInventory(ITEM_BOMBCHU) == ITEM_NONE) { actual = RG_BOMBCHU_20; } else if (infiniteUpgrades != RO_INF_UPGRADES_OFF) { actual = RG_BOMBCHU_INF; - } else if (AMMO(ITEM_BOMBCHU) < 5) { + } else if (ctx->GetAmmo(ITEM_BOMBCHU) < 5) { actual = RG_BOMBCHU_10; } else { actual = RG_BOMBCHU_5; diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 22b01b09b06..341428fad78 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -230,6 +230,8 @@ namespace Rando { case RG_CLAIM_CHECK: return ctx->HasAdultTrade(StaticData::RetrieveItem(itemName).GetGIEntry()->itemId); } + SPDLOG_ERROR("HasItem reached `return false;`. Missing case for RandomizerGet of {}", static_cast(itemName)); + assert(false); return false; } diff --git a/soh/soh/SaveManager.cpp b/soh/soh/SaveManager.cpp index 4415cd7ddf0..00cd3115ef2 100644 --- a/soh/soh/SaveManager.cpp +++ b/soh/soh/SaveManager.cpp @@ -2843,8 +2843,9 @@ extern "C" void Save_SaveGlobal(void) { extern "C" void Save_LoadFile(void) { if (gSaveContext.questId == QUEST_RANDOMIZER) { // Reset rando context for rando saves. - OTRGlobals::Instance->gRandoContext.reset(); + OTRGlobals::Instance->gRandoContext.reset(); OTRGlobals::Instance->gRandoContext = Rando::Context::CreateInstance(); + OTRGlobals::Instance->gRandoContext->SetSaveContext(&gSaveContext); OTRGlobals::Instance->gRandoContext->AddExcludedOptions(); OTRGlobals::Instance->gRandoContext->GetSettings()->CreateOptions(); } From 3c69f03a408a51b3bd0697f414ab83918f083516 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Wed, 31 Jul 2024 13:33:56 -0700 Subject: [PATCH 24/26] Rename all remaining references of LogicVar to variants of LogicVal. --- soh/soh/Enhancements/randomizer/3drando/fill.cpp | 6 +++--- soh/soh/Enhancements/randomizer/item.cpp | 16 ++++++++-------- soh/soh/Enhancements/randomizer/item.h | 8 ++++---- soh/soh/Enhancements/randomizer/item_list.cpp | 2 +- soh/soh/Enhancements/randomizer/logic.cpp | 8 ++++---- soh/soh/Enhancements/randomizer/logic.h | 4 ++-- 6 files changed, 22 insertions(+), 22 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/3drando/fill.cpp b/soh/soh/Enhancements/randomizer/3drando/fill.cpp index 0d8e873a02f..de5ddbdb391 100644 --- a/soh/soh/Enhancements/randomizer/3drando/fill.cpp +++ b/soh/soh/Enhancements/randomizer/3drando/fill.cpp @@ -365,9 +365,9 @@ std::vector GetAccessibleLocations(const std::vectorGetPlacedItem().GetLogicVar()) || type != ITEMTYPE_SHOP) { + if ((type == ITEMTYPE_SHOP && Rando::StaticData::GetItemTable()[ignore].GetLogicVal() != location->GetPlacedItem().GetLogicVal()) || type != ITEMTYPE_SHOP) { newItemLocations.push_back(location); } } @@ -408,7 +408,7 @@ std::vector GetAccessibleLocations(const std::vectorGetPlacedItem().GetLogicVar(); + auto buyItem = location->GetPlacedItem().GetLogicVal(); //Buy item not in list to ignore, add it to list and write to playthrough if (std::find(buyIgnores.begin(), buyIgnores.end(), buyItem) == buyIgnores.end()) { exclude = false; diff --git a/soh/soh/Enhancements/randomizer/item.cpp b/soh/soh/Enhancements/randomizer/item.cpp index be6adf1bae5..5fbab59a83c 100644 --- a/soh/soh/Enhancements/randomizer/item.cpp +++ b/soh/soh/Enhancements/randomizer/item.cpp @@ -14,12 +14,12 @@ namespace Rando { Item::Item() : randomizerGet(RG_NONE), type(ITEMTYPE_ITEM), getItemId(GI_NONE), advancement(false), hintKey(RHT_NONE), progressive(false), price(0) {} Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, LogicVal logicVar_, const RandomizerHintTextKey hintKey_, const uint16_t itemId_, + const bool advancement_, LogicVal logicVal_, const RandomizerHintTextKey hintKey_, const uint16_t itemId_, const uint16_t objectId_, const uint16_t gid_, const uint16_t textId_, const uint16_t field_, const int16_t chestAnimation_, const GetItemCategory category_, const uint16_t modIndex_, const bool progressive_, const uint16_t price_) : randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_), - advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { + advancement(advancement_), logicVal(logicVal_), hintKey(hintKey_), progressive(progressive_), price(price_) { if (modIndex_ == MOD_RANDOMIZER || getItemId > 0x7D) { giEntry = std::make_shared(GetItemEntry{ itemId_, field_, static_cast((chestAnimation_ != CHEST_ANIM_SHORT ? 1 : -1) * (gid_ + 1)), textId_, objectId_, modIndex_, TABLE_RANDOMIZER, static_cast(randomizerGet_), gid_, true, ITEM_FROM_NPC, category_, static_cast(randomizerGet_), MOD_RANDOMIZER, NULL }); } @@ -29,10 +29,10 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, } Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, const int16_t getItemId_, - const bool advancement_, LogicVal logicVar_, const RandomizerHintTextKey hintKey_, const bool progressive_, + const bool advancement_, LogicVal logicVal_, const RandomizerHintTextKey hintKey_, const bool progressive_, const uint16_t price_) : randomizerGet(randomizerGet_), name(std::move(name_)), type(type_), getItemId(getItemId_), - advancement(advancement_), logicVar(logicVar_), hintKey(hintKey_), progressive(progressive_), price(price_) { + advancement(advancement_), logicVal(logicVal_), hintKey(hintKey_), progressive(progressive_), price(price_) { } Item::~Item() = default; @@ -40,14 +40,14 @@ Item::Item(const RandomizerGet randomizerGet_, Text name_, const ItemType type_, void Item::ApplyEffect() const { auto ctx = Rando::Context::GetInstance(); ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true); - ctx->GetLogic()->SetInLogic(logicVar, true); + ctx->GetLogic()->SetInLogic(logicVal, true); ctx->GetLogic()->UpdateHelpers(); } void Item::UndoEffect() const { auto ctx = Rando::Context::GetInstance(); ctx->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false); - ctx->GetLogic()->SetInLogic(logicVar, false); + ctx->GetLogic()->SetInLogic(logicVal, false); ctx->GetLogic()->UpdateHelpers(); } @@ -67,8 +67,8 @@ ItemType Item::GetItemType() const { return type; } -LogicVal Item::GetLogicVar() const { - return logicVar; +LogicVal Item::GetLogicVal() const { + return logicVal; } RandomizerGet Item::GetRandomizerGet() const { diff --git a/soh/soh/Enhancements/randomizer/item.h b/soh/soh/Enhancements/randomizer/item.h index 4b094962493..f0df0f1bf0f 100644 --- a/soh/soh/Enhancements/randomizer/item.h +++ b/soh/soh/Enhancements/randomizer/item.h @@ -31,11 +31,11 @@ class Item { public: Item(); Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - LogicVal logicVar_, RandomizerHintTextKey hintKey_, uint16_t itemId_, uint16_t objectId_, uint16_t gid_, + LogicVal logicVal_, RandomizerHintTextKey hintKey_, uint16_t itemId_, uint16_t objectId_, uint16_t gid_, uint16_t textId_, uint16_t field_, int16_t chestAnimation_, GetItemCategory category_, uint16_t modIndex_, bool progressive_ = false, uint16_t price_ = 0); Item(RandomizerGet randomizerGet_, Text name_, ItemType type_, int16_t getItemId_, bool advancement_, - LogicVal logicVar_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0); + LogicVal logicVal_, RandomizerHintTextKey hintKey_, bool progressive_ = false, uint16_t price_ = 0); ~Item(); void ApplyEffect() const; @@ -46,7 +46,7 @@ class Item { bool IsAdvancement() const; int GetItemID() const; ItemType GetItemType() const; - LogicVal GetLogicVar() const; + LogicVal GetLogicVal() const; RandomizerGet GetRandomizerGet() const; uint16_t GetPrice() const; std::shared_ptr GetGIEntry() const; @@ -68,7 +68,7 @@ class Item { ItemType type; int16_t getItemId; bool advancement; - LogicVal logicVar; + LogicVal logicVal; RandomizerHintTextKey hintKey; bool progressive; uint16_t price; diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index b82d59d116d..6e452493999 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -13,7 +13,7 @@ std::unordered_map Rando::StaticData::itemNameToEnum void Rando::StaticData::InitItemTable() { auto logic = Context::GetInstance()->GetLogic(); itemTable[RG_NONE] = Item(RG_NONE, Text{ "No Item", "Rien", "Kein Artikel" }, ITEMTYPE_EVENT, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_NONE, 0, 0, 0, 0, 0, ITEM_CATEGORY_JUNK, MOD_NONE); - // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Variable Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index + // Randomizer Get Randomizer Get Name Text Type Get Item ID Adv. Logic Value Hint Text Key Item ID Object ID Draw ID Text ID field Chest Animation Item Category Mod Index itemTable[RG_KOKIRI_SWORD] = Item(RG_KOKIRI_SWORD, Text{ "Kokiri Sword", "Épée Kokiri", "Kokiri-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_KOKIRI, true, LOGIC_KOKIRI_SWORD, RHT_KOKIRI_SWORD, ITEM_SWORD_KOKIRI, OBJECT_GI_SWORD_1, GID_SWORD_KOKIRI, 0xA4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_MASTER_SWORD] = Item(RG_MASTER_SWORD, Text{ "Master Sword", "Épée de Legende", "Espada Master"}, ITEMTYPE_EQUIP, 0xE0, true, LOGIC_MASTER_SWORD, RHT_MASTER_SWORD, ITEM_SWORD_MASTER, OBJECT_TOKI_OBJECTS, GID_SWORD_BGS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_MASTER_SWORD].SetCustomDrawFunc(Randomizer_DrawMasterSword); diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index 341428fad78..a1f8d462672 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -775,12 +775,12 @@ namespace Rando { ctx = _ctx; } - bool Logic::GetInLogic(LogicVal logicVar) { - return inLogic[logicVar]; + bool Logic::GetInLogic(LogicVal logicVal) { + return inLogic[logicVal]; } - void Logic::SetInLogic(LogicVal logicVar, bool value) { - inLogic[logicVar] = value; + void Logic::SetInLogic(LogicVal logicVal, bool value) { + inLogic[logicVal] = value; } void Logic::Reset() { diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 304b92eabd3..1d813942a0c 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -428,8 +428,8 @@ class Logic { uint8_t BottleCount(); void Reset(); void SetContext(std::shared_ptr _ctx); - bool GetInLogic(LogicVal logicVar); - void SetInLogic(LogicVal logicVar, bool remove); + bool GetInLogic(LogicVal logicVal); + void SetInLogic(LogicVal logicVal, bool remove); private: static bool IsMagicItem(RandomizerGet item); From aa90b96c38d16b56c9baef3f8143eb9603dddcc8 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Thu, 1 Aug 2024 13:25:09 -0700 Subject: [PATCH 25/26] Change final references to song LogicVars to CanUse calls, and remove them. --- .../location_access/locacc_spirit_temple.cpp | 6 ++++-- soh/soh/Enhancements/randomizer/logic.cpp | 14 -------------- soh/soh/Enhancements/randomizer/logic.h | 14 -------------- 3 files changed, 4 insertions(+), 30 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/3drando/location_access/locacc_spirit_temple.cpp b/soh/soh/Enhancements/randomizer/3drando/location_access/locacc_spirit_temple.cpp index 7feb1b064b5..92716469e30 100644 --- a/soh/soh/Enhancements/randomizer/3drando/location_access/locacc_spirit_temple.cpp +++ b/soh/soh/Enhancements/randomizer/3drando/location_access/locacc_spirit_temple.cpp @@ -207,10 +207,12 @@ void AreaTable_Init_SpiritTemple() { areaTable[RR_SPIRIT_TEMPLE_MQ_LOWER_ADULT] = Area("Spirit Temple MQ Lower Adult", "Spirit Temple", RA_SPIRIT_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, { //Locations LOCATION(RC_SPIRIT_TEMPLE_MQ_LEEVER_ROOM_CHEST, true), - LOCATION(RC_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->Hammer && logic->Ocarina && logic->SongOfTime && logic->EponasSong && logic->SunsSong && logic->SongOfStorms && logic->ZeldasLullaby), + LOCATION(RC_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->Hammer && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_SUNS_SONG) + && logic->CanUse(RG_SONG_OF_STORMS) && logic->CanUse(RG_ZELDAS_LULLABY)), LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_FRONT_RIGHT_CHEST, logic->Hammer), LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_LEEVER_ROOM, true), - LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_SYMPHONY_ROOM, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->Hammer && logic->Ocarina && logic->SongOfTime && logic->EponasSong && logic->SunsSong && logic->SongOfStorms && logic->ZeldasLullaby), + LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_SYMPHONY_ROOM, logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->Hammer && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_SUNS_SONG) + && logic->CanUse(RG_SONG_OF_STORMS) && logic->CanUse(RG_ZELDAS_LULLABY)), }, {}); areaTable[RR_SPIRIT_TEMPLE_MQ_BOSS_AREA] = Area("Spirit Temple MQ Boss Area", "Spirit Temple", RA_SPIRIT_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, { diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index a1f8d462672..b90573ba4da 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -852,20 +852,6 @@ namespace Rando { EyedropsAccess = false; DisableTradeRevert = false; - //Songs - ZeldasLullaby = false; - SariasSong = false; - SunsSong = false; - SongOfStorms = false; - EponasSong = false; - SongOfTime = false; - MinuetOfForest = false; - BoleroOfFire = false; - SerenadeOfWater = false; - RequiemOfSpirit = false; - NocturneOfShadow = false; - PreludeOfLight = false; - //Stones and Meddallions ForestMedallion = false; FireMedallion = false; diff --git a/soh/soh/Enhancements/randomizer/logic.h b/soh/soh/Enhancements/randomizer/logic.h index 1d813942a0c..4c23dc32110 100644 --- a/soh/soh/Enhancements/randomizer/logic.h +++ b/soh/soh/Enhancements/randomizer/logic.h @@ -90,20 +90,6 @@ class Logic { bool EyedropsAccess = false; bool DisableTradeRevert = false; - // Songs - bool ZeldasLullaby = false; - bool SariasSong = false; - bool SunsSong = false; - bool SongOfStorms = false; - bool EponasSong = false; - bool SongOfTime = false; - bool MinuetOfForest = false; - bool BoleroOfFire = false; - bool SerenadeOfWater = false; - bool RequiemOfSpirit = false; - bool NocturneOfShadow = false; - bool PreludeOfLight = false; - // Stones and Meddallions bool ForestMedallion = false; bool FireMedallion = false; From a3c75fb846eb98fc718af0bfaa93f4d6abcc3e49 Mon Sep 17 00:00:00 2001 From: Malkierian Date: Thu, 1 Aug 2024 20:55:57 -0700 Subject: [PATCH 26/26] Separate equip and rand inf flag maps. Add Zelda's Letter and Weird Egg rand infs to map. Consolidate `HasItem` rand inf lookups using rand inf map and equips using equip flag map. Maps are static, so can be referenced with `Context::` instead of ctx pointer. --- soh/soh/Enhancements/randomizer/context.cpp | 26 ++++++------ soh/soh/Enhancements/randomizer/context.h | 3 +- soh/soh/Enhancements/randomizer/logic.cpp | 45 +++++---------------- 3 files changed, 24 insertions(+), 50 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/context.cpp b/soh/soh/Enhancements/randomizer/context.cpp index 221f63d10b5..a325e5e840e 100644 --- a/soh/soh/Enhancements/randomizer/context.cpp +++ b/soh/soh/Enhancements/randomizer/context.cpp @@ -395,7 +395,7 @@ void Context::ParseHintJson(nlohmann::json spoilerFileJson) { CreateStaticHints(); } -std::map Context::RandoGetToFlag = { +std::map Context::RandoGetToEquipFlag = { { RG_KOKIRI_SWORD, EQUIP_FLAG_SWORD_KOKIRI }, { RG_MASTER_SWORD, EQUIP_FLAG_SWORD_MASTER }, { RG_BIGGORON_SWORD, EQUIP_FLAG_SWORD_BGS }, @@ -409,7 +409,12 @@ std::map Context::RandoGetToFlag = { { RG_BUY_GORON_TUNIC, EQUIP_FLAG_TUNIC_GORON }, { RG_BUY_ZORA_TUNIC, EQUIP_FLAG_TUNIC_ZORA }, { RG_IRON_BOOTS, EQUIP_FLAG_BOOTS_IRON }, - { RG_HOVER_BOOTS, EQUIP_FLAG_BOOTS_HOVER }, + { RG_HOVER_BOOTS, EQUIP_FLAG_BOOTS_HOVER } +}; + +std::map Context::RandoGetToRandInf = { + { RG_ZELDAS_LETTER, RAND_INF_ZELDAS_LETTER }, + { RG_WEIRD_EGG, RAND_INF_WEIRD_EGG }, { RG_GOHMA_SOUL, RAND_INF_GOHMA_SOUL }, { RG_KING_DODONGO_SOUL, RAND_INF_KING_DODONGO_SOUL }, { RG_BARINADE_SOUL, RAND_INF_BARINADE_SOUL }, @@ -541,18 +546,13 @@ void Context::ApplyItemEffect(Item& item, bool state) { case RG_EYEBALL_FROG: case RG_EYEDROPS: case RG_CLAIM_CHECK: - if (!state) { - mSaveContext->adultTradeItems &= ~(1 << (item.GetGIEntry()->itemId - ITEM_POCKET_EGG)); - } - else { - mSaveContext->adultTradeItems |= (1 << (item.GetGIEntry()->itemId - ITEM_POCKET_EGG)); - } + SetAdultTrade(item.GetGIEntry()->itemId, state); break; case RG_PROGRESSIVE_HOOKSHOT: { uint8_t i; for (i = 0; i < 3; i++) { - if (mSaveContext->inventory.items[SLOT_HOOKSHOT] == HookshotLookup[i]) { + if (CurrentInventory(ITEM_HOOKSHOT) == HookshotLookup[i]) { break; } } @@ -696,7 +696,7 @@ void Context::ApplyItemEffect(Item& item, bool state) { { uint8_t i; for (i = 0; i < 3; i++) { - if (mSaveContext->inventory.items[SLOT_OCARINA] == OcarinaLookup[i]) { + if (CurrentInventory(ITEM_OCARINA_FAIRY) == OcarinaLookup[i]) { break; } } @@ -773,7 +773,7 @@ void Context::ApplyItemEffect(Item& item, bool state) { case RG_OCARINA_C_RIGHT_BUTTON: case RG_GREG_RUPEE: case RG_FISHING_POLE: - SetRandoInf(RandoGetToFlag.at(randoGet), state); + SetRandoInf(RandoGetToRandInf.at(randoGet), state); break; case RG_TRIFORCE_PIECE: mSaveContext->triforcePiecesCollected += (!state ? -1 : 1); @@ -793,7 +793,7 @@ void Context::ApplyItemEffect(Item& item, bool state) { if (itemRG == RG_GIANTS_KNIFE) { return; } - uint32_t equipId = RandoGetToFlag.find(itemRG)->second; + uint32_t equipId = RandoGetToEquipFlag.find(itemRG)->second; if (!state) { mSaveContext->inventory.equipment &= ~equipId; if (equipId == EQUIP_FLAG_SWORD_BGS) { @@ -857,7 +857,7 @@ void Context::ApplyItemEffect(Item& item, bool state) { { RandomizerGet itemRG = item.GetRandomizerGet(); if (itemRG == RG_BUY_HYLIAN_SHIELD || itemRG == RG_BUY_DEKU_SHIELD || itemRG == RG_BUY_GORON_TUNIC || itemRG == RG_BUY_ZORA_TUNIC) { - uint32_t equipId = RandoGetToFlag.find(itemRG)->second; + uint32_t equipId = RandoGetToEquipFlag.find(itemRG)->second; if (!state) { mSaveContext->inventory.equipment &= ~equipId; } diff --git a/soh/soh/Enhancements/randomizer/context.h b/soh/soh/Enhancements/randomizer/context.h index da7f8ccb789..13147143eb9 100644 --- a/soh/soh/Enhancements/randomizer/context.h +++ b/soh/soh/Enhancements/randomizer/context.h @@ -54,7 +54,8 @@ class Context { Category categoryInclude, Category categoryExclude = Category::cNull); static std::map RandoGetToQuestItem; static std::map RandoGetToDungeonScene; - static std::map RandoGetToFlag; + static std::map RandoGetToEquipFlag; + static std::map RandoGetToRandInf; void AddExcludedOptions(); void LocationReset(); void ClearItemLocations(); diff --git a/soh/soh/Enhancements/randomizer/logic.cpp b/soh/soh/Enhancements/randomizer/logic.cpp index b90573ba4da..3814e12c528 100644 --- a/soh/soh/Enhancements/randomizer/logic.cpp +++ b/soh/soh/Enhancements/randomizer/logic.cpp @@ -69,25 +69,16 @@ namespace Rando { case RG_DISTANT_SCARECROW: return DistantScarecrow; case RG_KOKIRI_SWORD: - return ctx->CheckEquipment(EQUIP_FLAG_SWORD_KOKIRI); case RG_DEKU_SHIELD: - return ctx->CheckEquipment(EQUIP_FLAG_SHIELD_DEKU); case RG_GORON_TUNIC: - return ctx->CheckEquipment(EQUIP_FLAG_TUNIC_GORON); case RG_ZORA_TUNIC: - return ctx->CheckEquipment(EQUIP_FLAG_TUNIC_ZORA); case RG_HYLIAN_SHIELD: - return ctx->CheckEquipment(EQUIP_FLAG_SHIELD_HYLIAN); case RG_MIRROR_SHIELD: - return ctx->CheckEquipment(EQUIP_FLAG_SHIELD_MIRROR); case RG_MASTER_SWORD: - return ctx->CheckEquipment(EQUIP_FLAG_SWORD_MASTER); case RG_BIGGORON_SWORD: - return ctx->CheckEquipment(EQUIP_FLAG_SWORD_BGS); case RG_IRON_BOOTS: - return ctx->CheckEquipment(EQUIP_FLAG_BOOTS_IRON); case RG_HOVER_BOOTS: - return ctx->CheckEquipment(EQUIP_FLAG_BOOTS_HOVER); + return ctx->CheckEquipment(Context::RandoGetToEquipFlag.at(itemName)); case RG_GORONS_BRACELET: return ctx->CurrentUpgrade(UPG_STRENGTH); case RG_SILVER_GAUNTLETS: @@ -126,50 +117,32 @@ namespace Rando { case RG_STONE_OF_AGONY: case RG_GERUDO_MEMBERSHIP_CARD: return ctx->CheckQuestItem(Context::RandoGetToQuestItem.at(itemName)); - case RG_FISHING_POLE: - return ctx->CheckRandoInf(RAND_INF_FISHING_POLE_FOUND); - case RG_ZELDAS_LETTER: - return ctx->CheckRandoInf(RAND_INF_ZELDAS_LETTER); - case RG_WEIRD_EGG: - return ctx->CheckRandoInf(RAND_INF_WEIRD_EGG); - case RG_GREG_RUPEE: - return ctx->CheckRandoInf(RAND_INF_GREG_FOUND); case RG_RUTOS_LETTER: return ctx->CheckEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER); case RG_DOUBLE_DEFENSE: return ctx->GetSaveContext()->isDoubleDefenseAcquired; + case RG_FISHING_POLE: + case RG_ZELDAS_LETTER: + case RG_WEIRD_EGG: + case RG_GREG_RUPEE: // Ocarina Buttons case RG_OCARINA_A_BUTTON: - return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_A); case RG_OCARINA_C_LEFT_BUTTON: - return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_LEFT); case RG_OCARINA_C_RIGHT_BUTTON: - return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_RIGHT); case RG_OCARINA_C_DOWN_BUTTON: - return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_DOWN); case RG_OCARINA_C_UP_BUTTON: - return ctx->CheckRandoInf(RAND_INF_HAS_OCARINA_C_UP); // Boss Souls case RG_GOHMA_SOUL: - return ctx->CheckRandoInf(RAND_INF_GOHMA_SOUL); case RG_KING_DODONGO_SOUL: - return ctx->CheckRandoInf(RAND_INF_KING_DODONGO_SOUL); case RG_BARINADE_SOUL: - return ctx->CheckRandoInf(RAND_INF_BARINADE_SOUL); case RG_PHANTOM_GANON_SOUL: - return ctx->CheckRandoInf(RAND_INF_PHANTOM_GANON_SOUL); case RG_VOLVAGIA_SOUL: - return ctx->CheckRandoInf(RAND_INF_VOLVAGIA_SOUL); case RG_MORPHA_SOUL: - return ctx->CheckRandoInf(RAND_INF_MORPHA_SOUL); case RG_BONGO_BONGO_SOUL: - return ctx->CheckRandoInf(RAND_INF_BONGO_BONGO_SOUL); case RG_TWINROVA_SOUL: - return ctx->CheckRandoInf(RAND_INF_TWINROVA_SOUL); case RG_GANON_SOUL: - return ctx->CheckRandoInf(RAND_INF_GANON_SOUL); case RG_SKELETON_KEY: - return ctx->CheckRandoInf(RAND_INF_HAS_SKELETON_KEY); + return ctx->CheckRandoInf(Context::RandoGetToRandInf.at(itemName)); // Boss Keys case RG_FOREST_TEMPLE_BOSS_KEY: case RG_FIRE_TEMPLE_BOSS_KEY: @@ -177,7 +150,7 @@ namespace Rando { case RG_SPIRIT_TEMPLE_BOSS_KEY: case RG_SHADOW_TEMPLE_BOSS_KEY: case RG_GANONS_CASTLE_BOSS_KEY: - return ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, ctx->RandoGetToDungeonScene.at(itemName)); + return ctx->CheckDungeonItem(DUNGEON_KEY_BOSS, Context::RandoGetToDungeonScene.at(itemName)); // Maps case RG_DEKU_TREE_MAP: case RG_DODONGOS_CAVERN_MAP: @@ -189,7 +162,7 @@ namespace Rando { case RG_SHADOW_TEMPLE_MAP: case RG_BOTTOM_OF_THE_WELL_MAP: case RG_ICE_CAVERN_MAP: - return ctx->CheckDungeonItem(DUNGEON_MAP, ctx->RandoGetToDungeonScene.at(itemName)); + return ctx->CheckDungeonItem(DUNGEON_MAP, Context::RandoGetToDungeonScene.at(itemName)); // Compasses case RG_DEKU_TREE_COMPASS: case RG_DODONGOS_CAVERN_COMPASS: @@ -201,7 +174,7 @@ namespace Rando { case RG_SHADOW_TEMPLE_COMPASS: case RG_BOTTOM_OF_THE_WELL_COMPASS: case RG_ICE_CAVERN_COMPASS: - return ctx->CheckDungeonItem(DUNGEON_COMPASS, ctx->RandoGetToDungeonScene.at(itemName)); + return ctx->CheckDungeonItem(DUNGEON_COMPASS, Context::RandoGetToDungeonScene.at(itemName)); // Wallets case RG_CHILD_WALLET: return ctx->CheckRandoInf(RAND_INF_HAS_WALLET);