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more tricks #4866
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more tricks #4866
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I've added a 5th trick in a separate commit: opening underwater chests (novice, glitch) Only using it for logic with forest temple well because I'm not confident with water temple logic |
soh/soh/Enhancements/randomizer/location_access/dungeons/water_temple.cpp
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soh/soh/Enhancements/randomizer/location_access/dungeons/gerudo_training_ground.cpp
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@@ -725,7 +725,10 @@ void RegionTable_Init_WaterTemple() { | |||
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areaTable[RR_WATER_TEMPLE_BOSS_ROOM] = Region("Water Temple Boss Room", "Water Temple", {}, NO_DAY_NIGHT_CYCLE, { | |||
// Events | |||
EventAccess(&logic->WaterTempleClear, []{return logic->WaterTempleClear || (logic->HasBossSoul(RG_MORPHA_SOUL) && (logic->CanUse(RG_HOOKSHOT) && (logic->CanUse(RG_KOKIRI_SWORD) || logic->CanUse(RG_MASTER_SWORD) || logic->CanUse(RG_BIGGORON_SWORD))));}), | |||
EventAccess(&logic->WaterTempleClear, []{return logic->WaterTempleClear || (logic->HasBossSoul(RG_MORPHA_SOUL) && ( |
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Morpha could do with a full test of damage that works on it, i just tried hammer and got the kill just with that for example. Additionally, if you are requiring magic for the ksword for difficulty reasons, please add that to the trick description.
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To add onto that, I'd say the trick should require swimming or at least an alternative to allow swimming since the main strategy for it requires doing so
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it's using CollisionCheck_GetSwordDamage
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Also, probably a good idea to move the morpha killing logic into CanKillEnemy
(ganondorf & ganon are already there).
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moved all boss logic to logic.cpp
@@ -351,11 +351,13 @@ void Settings::CreateOptions() { | |||
mTrickOptions[RT_HOVER_BOOST_SIMPLE] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_NONE, {Tricks::Tag::ADVANCED, Tricks::Tag::EXPERIMENTAL}, "Simple hover boosts", "Allows equipping of hover boots when link is moving at high speeds to extend distance covered. Can be combined with \"Simple damage boosts\" for greater uses."); | |||
mTrickOptions[RT_BOMBCHU_BEEHIVES] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Bombchu Beehives", "Allows exploding beehives with bombchus."); | |||
mTrickOptions[RT_BLUE_FIRE_MUD_WALLS] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE}, "Break Mud Walls with Blue Fire", "Use Blue Fire to break mud walls."); | |||
mTrickOptions[RT_OPEN_UNDERWATER_CHEST] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_NONE, {Tricks::Tag::NOVICE, Tricks::Tag::GLITCH}, "Open Underwater Chests", "Underwater chests can be opened by wearing iron boots and hookshotting the chest."); |
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Idk how we're feeling on using the glitch tag already, if we're gonna be using it, we should probably enable filtering by it in the tricks selection and rename glitchless logic.
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It's already been added for damage boosts
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damage boosts arent generally considered as glitches by the speedrunning community (which i think is the best basis to use since they have a very defined and recognised set of rules)
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https://www.youtube.com/watch?v=2ebZ94KGlVw gets into having to split glitchless into restricted & unrestricted. I bring up this video in particular because at 12:20 they mention underwater chests, & how that trick will be allowed in the unrestricted category & banned in the restricted category
For rando it seems fair to say glitchless falls under the unrestricted category, in which case this trick should not have the glitch tag
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I do think a PR should be made which hides glitch tricks by default if it isn't too hairy
@@ -478,6 +481,7 @@ void Settings::CreateOptions() { | |||
mTrickOptions[RT_WATER_CHILD_DRAGON] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::ADVANCED}, "Water Temple Dragon Statue Switch from Above the Water as Child", "It is possible for child to hit the switch from dry land using one of Bombchus, Slingshot or Boomerang. Then, to get to the chest, child can dive through the tunnel using at least the Silver Scale. The timing and positioning of this dive needs to be perfect to actually make it under the gate, and it all needs to be done very quickly to be able to get through before the gate closes. Be sure to enable \"Water Temple Dragon Statue Switch from Above the Water as Adult\" for adult's variant of this trick."); | |||
mTrickOptions[RT_WATER_MQ_CENTRAL_PILLAR] = TrickOption::LogicTrick(RCQUEST_MQ, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple MQ Central Pillar with Fire Arrows", "Slanted torches have misleading hitboxes. Whenever you see a slanted torch jutting out of the wall, you can expect most or all of its hitbox is actually on the other side that wall. This can make slanted torches very finicky to light when using arrows. The torches in the central pillar of MQ Water Temple are a particularly egregious example. Logic normally expects Din's Fire and Song of Time."); | |||
mTrickOptions[RT_WATER_MQ_LOCKED_GS] = TrickOption::LogicTrick(RCQUEST_MQ, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, "Water Temple MQ North Basement GS without Small Key", "There is an invisible Hookshot target that can be used to get over the gate that blocks you from going to this Skulltula early, skipping a small key as well as needing Hovers or Scarecrow to reach the locked door."); | |||
mTrickOptions[RT_WATER_MORPHA_WITHOUT_HOOKSHOT] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_WATER_TEMPLE, {Tricks::Tag::EXTREME}, "Water Temple Morpha without Hookshot", "It is possible to slash at Morpha without hookshot."); |
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Idk if this deserves an extreme rating as for now only pot jump has it, maybe expert would be better but I would like more opinions on this.
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Going to remove magic requirement on kokiri sword, since this shows how to clear without
Only pot jump having this tag isn't really a good argument not to use the tag. How many other tricks do you think would fit extreme tag before hookshotless morpha as child link without shield?
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While I am wary of trick bloat, if different levels of gear for a trick have enough impact to move the trick up 1 or more tiers, it may be justification for splitting the trick into different versions. I can see "Hookshotless Morpha with good sword" and "Hookshotless Morpha with bad weapons" existing separately.
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Also add "morpha with only hammer (no crouch stab)"
But I think we're best keeping this to one trick, expert may be the right difficulty. At least these more difficult situations involve turning on more shuffle options (shuffle sword, adult bosses as child) which if someone is turning on those options & this option they're kinda asking for it (description could even warn about these scenarios)
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@A-Green-Spoon has confirmed morpha with only megaton hammer side swings works
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1. big poe without epona 2. king dodongo with chu 3. morpha without hookshot 4. gtg underwater without hookshot
ignore water temple usage for now because water logic is weird
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