Ocarina of Time (#64)
* first commit (not including OoT data files yet)
* added some basic options
* rule parser works now at least
* make sure to commit everything this time
* temporary change to BaseClasses for oot
* overworld location graph builds mostly correctly
* adding oot data files
* commenting out world options until later since they only existed to make the RuleParser work
* conversion functions between AP ids and OOT ids
* world graph outputs
* set scrub prices
* itempool generates, entrances connected, way too many options added
* fixed set_rules and set_shop_rules
* temp baseclasses changes
* Reaches the fill step now, old event-based system retained in case the new way breaks
* Song placements and misc fixes everywhere
* temporary changes to make oot work
* changed root exits for AP fill framework
* prevent infinite recursion due to OoT sharing usage of the address field
* age reachability works hopefully, songs are broken again
* working spoiler log generation on beatable-only
* Logic tricks implemented
* need this for logic tricks
* fixed map/compass being placed on Serenade location
* kill unreachable events before filling the world
* add a bunch of utility functions to prepare for rom patching
* move OptionList into generic options
* fixed some silly bugs with OptionList
* properly seed all random behavior (so far)
* ROM generation working
* fix hints trying to get alttp dungeon hint texts
* continue fixing hints
* add oot to network data package
* change item and location IDs to 66000 and 67000 range respectively
* push removed items to precollected items
* fixed various issues with cross-contamination with multiple world generation
* reenable glitched logic (hopefully)
* glitched world files age-check fix
* cleaned up some get_locations calls
* added token shuffle and scrub shuffle, modified some options slightly to make the parsing work
* reenable MQ dungeons
* fix forest mq exception
* made targeting style an option for now, will be cosmetic later
* reminder to move targeting to cosmetics
* some oot option maintenance
* enabled starting time of day
* fixed issue breaking shop slots in multiworld generation
* added "off" option for text shuffle and hints
* shopsanity functionality restored
* change patch file extension
* remove unnecessary utility functions + imports
* update MIT license
* change option to "patch_uncompressed_rom" instead of "compress_rom"
* compliance with new AutoWorld systems
* Kill only internal events, remove non-internal big poe event in code
* re-add the big poe event and handle it correctly
* remove extra method in Range option
* fix typo
* Starting items, starting with consumables option
* do not remove nonexistent item
* move set_shop_rules to after shop items are placed
* some cleanup
* add retries for song placement
* flagged Skull Mask and Mask of Truth as advancement items
* update OoT to use LogicMixin
* Fixed trying to assign starting items from the wrong players
* fixed song retry step
* improved option handling, comments, and starting item replacements
* DefaultOnToggle writes Yes or No to spoiler
* enable compression of output if Compress executable is present
* clean up compression
* check whether (de)compressor exists before running the process
* allow specification of rom path in host.yaml
* check if decompressed file already exists before decompressing again
* fix triforce hunt generation
* rename all the oot state functions with prefix
* OoT: mark triforce pieces as completion goal for triforce hunt
* added overworld and any-dungeon shuffle for dungeon items
* Hide most unshuffled locations and events from the list of locations in spoiler
* build oot option ranges with a generic function instead of defining each separately
* move oot output-type control to host.yaml instead of individual yamls
* implement dungeon song shuffle
* minor improvements to overworld dungeon item shuffle
* remove random ice trap names in shops, mostly to avoid maintaining a massive censor list
* always output patch file to folder, remove option to generate ROM in preparation for removal
* re-add the fix for infinite recursion due to not being light or dark world
* change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently
* oot: remove item_names and location_names
* oot: minor fixes
* oot: comment out ROM patching
* oot: only add CollectionState objects on creation if actually needed
* main entrance shuffle method and entrances-based rules
* fix entrances based rules
* disable master quest and big poe count options for client compatibility
* use get_player_name instead of get_player_names
* fix OptionList
* fix oot options for new option system
* new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES
* fill AP player name in oot rom with 0 instead of 0xDF
* encode player name with ASCII for fixed-width
* revert oot player name array to 8 bytes per name
* remove Pierre location if fast scarecrow is on
* check player name length
* "free_scarecrow" not "fast_scarecrow"
* OoT locations now properly store the AP ID instead of the oot internal ID
* oot __version__ updates in lockstep with AP version
* pull in unmodified oot cosmetic files
* also grab JSONDump since it's needed apparently
* gather extra needed methods, modify imports
* delete cosmetics log, replace all instances of SettingsList with OOTWorld
* cosmetic options working, except for sound effects (due to ear-safe issues)
* SFX, Music, and Fanfare randomization reenabled
* move OoT data files into the worlds folder
* move Compress and Decompress into oot data folder
* Replace get_all_state with custom method to avoid the cache
* OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues
* set data_version to 0
* make Kokiri Sword shuffle off by default
* reenable "Random Choice" for various cosmetic options
* kill Ruto's Letter turnin if open fountain
also fix for shopsanity
* place Buy Goron/Zora Tunic first in shop shuffle
* make ice traps appear as other items instead of breaking generation
* managed to break ice traps on non-major-only
* only handle ice traps if they are on
* fix shopsanity for non-oot games, and write player name instead of player number
* light arrows hint uses player name instead of player number
* Reenable "skip child zelda" option
* fix entrances_based_rules
* fix ganondorf hint if starting with light arrows
* fix dungeonitem shuffle and shopsanity interaction
* remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group
* force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any
* keep bosses and bombchu bowling chus out of data package
* revert workaround for infinite recursion and fix it properly
* fix shared shop id caches during patching process
* fix shop text box overflows, as much as possible
* add default oot host.yaml option
* add .apz5, .n64, .z64 to gitignore
* Properly document and name all (functioning) OOT options
* clean up some imports
* remove unnecessary files from oot's data
* fix typo in gitignore
* readd the Compress and Decompress utilities, since they are needed for generation
* cleanup of imports and some minor optimizations
* increase shop offset for item IDs to 0xCB
* remove shop item AP ids entirely
* prevent triforce pieces for other players from being received by yourself
* add "excluded" property to Location
* Hint system adapted and reenabled; hints still unseeded
* make hints deterministic with lists instead of sets
* do not allow hints to point to Light Arrows on non-vanilla bridge
* foreign locations hint as their full name in OoT rather than their region
* checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated
* consolidate versioning in Utils
* ice traps appear as major items rather than any progression item
* set prescription and claim check as defaults for adult trade item settings
* add oot options to playerSettings
* allow case-insensitive logic tricks in yaml
* fix oot shopsanity option formatting
* Write OoT override info even if local item, enabling local checks to show up immediately in the client
* implement CollectionState.can_live_dmg for oot glitched logic
* filter item names for invalid characters when patching shops
* make ice traps appear according to the settings of the world they are shuffled into, rather than the original world
* set hidden-spoiler items and locations with Shop items to events
* make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start
* Fix oot Glitched and No Logic generation
* fix indenting
* Greatly reduce displayed cosmetic options
* Change oot data version to 1
* add apz5 distribution to webhost
* print player name if an ALttP dungeon contains a good item for OoT world
* delete unneeded commented code
* remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
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known_logic_tricks = {
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'Fewer Tunic Requirements': {
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'name' : 'logic_fewer_tunic_requirements',
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'tags' : ("General", "Fire Temple", "Water Temple", "Gerudo Training Grounds", "Zora's Fountain",),
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'tooltip' : '''\
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Allows the following possible without Tunics:
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- Enter Water Temple. The key below the center
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pillar still requires Zora Tunic.
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- Enter Fire Temple. Only the first floor is
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accessible, and not Volvagia.
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- Zora's Fountain Bottom Freestanding PoH.
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Might not have enough health to resurface.
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- Gerudo Training Grounds Underwater
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Silver Rupee Chest. May need to make multiple
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trips.
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'''},
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'Hidden Grottos without Stone of Agony': {
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'name' : 'logic_grottos_without_agony',
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'tags' : ("General", "Entrance",),
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'tooltip' : '''\
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Allows entering hidden grottos without the
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Stone of Agony.
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'''},
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'Pass Through Visible One-Way Collisions': {
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'name' : 'logic_visible_collisions',
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'tags' : ("Entrance", "Kakariko Village",),
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'tooltip' : '''\
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Allows climbing through the platform to reach
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Impa's House Back as adult with no items and
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going through the Kakariko Village Gate as child
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when coming from the Mountain Trail side.
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'''},
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'Child Deadhand without Kokiri Sword': {
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'name' : 'logic_child_deadhand',
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'tags' : ("Bottom of the Well",),
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'tooltip' : '''\
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Requires 9 sticks or 5 jump slashes.
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'''},
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'Second Dampe Race as Child': {
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'name' : 'logic_child_dampe_race_poh',
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'tags' : ("the Graveyard", "Entrance",),
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'tooltip' : '''\
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It is possible to complete the second dampe
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race as child in under a minute, but it is
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a strict time limit.
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'''},
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'Man on Roof without Hookshot': {
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'name' : 'logic_man_on_roof',
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'tags' : ("Kakariko Village",),
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'tooltip' : '''\
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Can be reached by side-hopping off
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the watchtower.
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'''},
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'Dodongo\'s Cavern Staircase with Bow': {
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'name' : 'logic_dc_staircase',
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'tags' : ("Dodongo's Cavern",),
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'tooltip' : '''\
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The Bow can be used to knock down the stairs
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with two well-timed shots.
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'''},
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'Dodongo\'s Cavern Spike Trap Room Jump without Hover Boots': {
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'name' : 'logic_dc_jump',
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'tags' : ("Dodongo's Cavern",),
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'tooltip' : '''\
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Jump is adult only.
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'''},
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'Dodongo\'s Cavern Vines GS from Below with Longshot': {
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'name' : 'logic_dc_vines_gs',
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'tags' : ("Dodongo's Cavern", "Skulltulas",),
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'tooltip' : '''\
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The vines upon which this Skulltula rests are one-
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sided collision. You can use the Longshot to get it
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from below, by shooting it through the vines,
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bypassing the need to lower the staircase.
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'''},
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'Gerudo Fortress "Kitchen" with No Additional Items': {
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'name' : 'logic_gerudo_kitchen',
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'tags' : ("Gerudo's Fortress",),
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'tooltip' : '''\
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The logic normally guarantees one of Bow, Hookshot,
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or Hover Boots.
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'''},
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'Deku Tree Basement Vines GS with Jump Slash': {
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'name' : 'logic_deku_basement_gs',
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'tags' : ("Deku Tree", "Skulltulas",),
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'tooltip' : '''\
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Can be defeated by doing a precise jump slash.
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'''},
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'Deku Tree Basement Web to Gohma with Bow': {
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'name' : 'logic_deku_b1_webs_with_bow',
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'tags' : ("Deku Tree", "Entrance",),
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'tooltip' : '''\
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All spider web walls in the Deku Tree basement can be burnt
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as adult with just a bow by shooting through torches. This
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trick only applies to the circular web leading to Gohma;
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the two vertical webs are always in logic.
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Backflip onto the chest near the torch at the bottom of
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the vine wall. With precise positioning you can shoot
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through the torch to the right edge of the circular web.
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This allows completion of adult Deku Tree with no fire source.
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'''},
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'Deku Tree MQ Roll Under the Spiked Log': {
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'name' : 'logic_deku_mq_log',
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'tags' : ("Deku Tree",),
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'tooltip' : '''\
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You can get past the spiked log by rolling
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to briefly shrink your hitbox. As adult,
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the timing is a bit more precise.
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'''},
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'Hammer Rusted Switches Through Walls': {
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'name' : 'logic_rusted_switches',
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'tags' : ("Fire Temple", "Ganon's Castle",),
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'tooltip' : '''\
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Applies to:
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- Fire Temple Highest Goron Chest.
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- MQ Fire Temple Lizalfos Maze.
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- MQ Spirit Trial.
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'''},
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'Bottom of the Well Map Chest with Strength & Sticks': {
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'name' : 'logic_botw_basement',
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'tags' : ("Bottom of the Well",),
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'tooltip' : '''\
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The chest in the basement can be reached with
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strength by doing a jump slash with a lit
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stick to access the bomb flowers.
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'''},
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'Bottom of the Well MQ Jump Over the Pits': {
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'name' : 'logic_botw_mq_pits',
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'tags' : ("Bottom of the Well",),
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'tooltip' : '''\
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While the pits in Bottom of the Well don't allow you to
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jump just by running straight at them, you can still get
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over them by side-hopping or backflipping across. With
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explosives, this allows you to access the central areas
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without Zelda's Lullaby. With Zelda's Lullaby, it allows
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you to access the west inner room without explosives.
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'''},
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'Skip Forest Temple MQ Block Puzzle with Bombchu': {
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'name' : 'logic_forest_mq_block_puzzle',
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'tags' : ("Forest Temple",),
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'tooltip' : '''\
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Send the Bombchu straight up the center of the
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wall directly to the left upon entering the room.
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'''},
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'Spirit Temple Child Side Bridge with Bombchu': {
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'name' : 'logic_spirit_child_bombchu',
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'tags' : ("Spirit Temple",),
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'tooltip' : '''\
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A carefully-timed Bombchu can hit the switch.
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'''},
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'Windmill PoH as Adult with Nothing': {
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'name' : 'logic_windmill_poh',
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'tags' : ("Kakariko Village",),
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'tooltip' : '''\
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Can jump up to the spinning platform from
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below as adult.
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'''},
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'Crater\'s Bean PoH with Hover Boots': {
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'name' : 'logic_crater_bean_poh_with_hovers',
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'tags' : ("Death Mountain Crater",),
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'tooltip' : '''\
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Hover from the base of the bridge
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near Goron City and walk up the
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very steep slope.
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'''},
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'Zora\'s Domain Entry with Cucco': {
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'name' : 'logic_zora_with_cucco',
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'tags' : ("Zora's River",),
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'tooltip' : '''\
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Can fly behind the waterfall with
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a cucco as child.
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'''},
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'Water Temple MQ Central Pillar with Fire Arrows': {
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'name' : 'logic_water_mq_central_pillar',
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'tags' : ("Water Temple",),
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'tooltip' : '''\
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Slanted torches have misleading hitboxes. Whenever
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you see a slanted torch jutting out of the wall,
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you can expect most or all of its hitbox is actually
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on the other side that wall. This can make slanted
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torches very finicky to light when using arrows. The
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torches in the central pillar of MQ Water Temple are
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a particularly egregious example. Logic normally
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expects Din's Fire and Song of Time.
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'''},
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'Gerudo Training Grounds MQ Left Side Silver Rupees with Hookshot': {
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'name' : 'logic_gtg_mq_with_hookshot',
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'tags' : ("Gerudo Training Grounds",),
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'tooltip' : '''\
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The highest silver rupee can be obtained by
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hookshotting the target and then immediately jump
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slashing toward the rupee.
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'''},
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'Forest Temple East Courtyard Vines with Hookshot': {
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'name' : 'logic_forest_vines',
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'tags' : ("Forest Temple",),
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'tooltip' : '''\
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The vines in Forest Temple leading to where the well
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drain switch is in the standard form can be barely
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reached with just the Hookshot.
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'''},
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'Forest Temple East Courtyard GS with Boomerang': {
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'name' : 'logic_forest_outdoor_east_gs',
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'tags' : ("Forest Temple", "Entrance", "Skulltulas",),
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'tooltip' : '''\
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Precise Boomerang throws can allow child to
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kill the Skulltula and collect the token.
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'''},
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'Forest Temple First Room GS with Difficult-to-Use Weapons': {
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'name' : 'logic_forest_first_gs',
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'tags' : ("Forest Temple", "Entrance", "Skulltulas",),
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'tooltip' : '''\
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Allows killing this Skulltula with Sword or Sticks by
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jump slashing it as you let go from the vines. You will
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take fall damage.
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Also allows killing it as Child with a Bomb throw. It's
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much more difficult to use a Bomb as child due to
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Child Link's shorter height.
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'''},
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'Swim Through Forest Temple MQ Well with Hookshot': {
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'name' : 'logic_forest_well_swim',
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'tags' : ("Forest Temple",),
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'tooltip' : '''\
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Shoot the vines in the well as low and as far to
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the right as possible, and then immediately swim
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under the ceiling to the right. This can only be
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required if Forest Temple is in its Master Quest
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form.
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'''},
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'Forest Temple MQ Twisted Hallway Switch with Jump Slash': {
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'name' : 'logic_forest_mq_hallway_switch_jumpslash',
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'tags' : ("Forest Temple",),
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'tooltip' : '''\
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The switch to twist the hallway can be hit with
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a jump slash through the glass block. To get in
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front of the switch, either use the Hover Boots
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or hit the shortcut switch at the top of the
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room and jump from the glass blocks that spawn.
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'''},
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'Forest Temple MQ Twisted Hallway Switch with Hookshot': {
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'name' : 'logic_forest_mq_hallway_switch_hookshot',
|
|
|
|
'tags' : ("Forest Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
There's a very small gap between the glass block
|
|
|
|
and the wall. Through that gap you can hookshot
|
|
|
|
the target on the ceiling.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Trail Chest with Strength': {
|
|
|
|
'name' : 'logic_dmt_bombable',
|
|
|
|
'tags' : ("Death Mountain Trail",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Child Link can blow up the wall using a nearby bomb
|
|
|
|
flower. You must backwalk with the flower and then
|
|
|
|
quickly throw it toward the wall.
|
|
|
|
'''},
|
|
|
|
'Goron City Spinning Pot PoH with Strength': {
|
|
|
|
'name' : 'logic_goron_city_pot_with_strength',
|
|
|
|
'tags' : ("Goron City",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Allows for stopping the Goron City Spinning
|
|
|
|
Pot using a bomb flower alone, requiring
|
|
|
|
strength in lieu of inventory explosives.
|
|
|
|
'''},
|
|
|
|
'Adult Kokiri Forest GS with Hover Boots': {
|
|
|
|
'name' : 'logic_adult_kokiri_gs',
|
|
|
|
'tags' : ("Kokiri Forest", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Can be obtained without Hookshot by using the Hover
|
|
|
|
Boots off of one of the roots.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple MQ Frozen Eye Switch without Fire': {
|
|
|
|
'name' : 'logic_spirit_mq_frozen_eye',
|
|
|
|
'tags' : ("Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can melt the ice by shooting an arrow through a
|
|
|
|
torch. The only way to find a line of sight for this
|
|
|
|
shot is to first spawn a Song of Time block, and then
|
|
|
|
stand on the very edge of it.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple Shifting Wall with No Additional Items': {
|
|
|
|
'name' : 'logic_spirit_wall',
|
|
|
|
'tags' : ("Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The logic normally guarantees a way of dealing with both
|
|
|
|
the Beamos and the Walltula before climbing the wall.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple Main Room GS with Boomerang': {
|
|
|
|
'name' : 'logic_spirit_lobby_gs',
|
|
|
|
'tags' : ("Spirit Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Standing on the highest part of the arm of the statue, a
|
|
|
|
precise Boomerang throw can kill and obtain this Gold
|
|
|
|
Skulltula. You must throw the Boomerang slightly off to
|
|
|
|
the side so that it curves into the Skulltula, as aiming
|
|
|
|
directly at it will clank off of the wall in front.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple Main Room Jump from Hands to Upper Ledges': {
|
|
|
|
'name' : 'logic_spirit_lobby_jump',
|
|
|
|
'tags' : ("Spirit Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump to obtain the following as adult
|
|
|
|
without needing one of Hookshot or Hover Boots:
|
|
|
|
- Spirit Temple Statue Room Northeast Chest
|
|
|
|
- Spirit Temple GS Lobby
|
|
|
|
'''},
|
|
|
|
'Spirit Temple MQ Sun Block Room GS with Boomerang': {
|
|
|
|
'name' : 'logic_spirit_mq_sun_block_gs',
|
|
|
|
'tags' : ("Spirit Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Throw the Boomerang in such a way that it
|
|
|
|
curves through the side of the glass block
|
|
|
|
to hit the Gold Skulltula.
|
|
|
|
'''},
|
|
|
|
'Jabu Scrub as Adult with Jump Dive': {
|
|
|
|
'name' : 'logic_jabu_scrub_jump_dive',
|
|
|
|
'tags' : ("Jabu Jabu's Belly", "Entrance",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Standing above the underwater tunnel leading to the scrub,
|
|
|
|
jump down and swim through the tunnel. This allows adult to
|
|
|
|
access the scrub with no Scale or Iron Boots.
|
|
|
|
'''},
|
|
|
|
'Jabu MQ Song of Time Block GS with Boomerang': {
|
|
|
|
'name' : 'logic_jabu_mq_sot_gs',
|
|
|
|
'tags' : ("Jabu Jabu's Belly", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Allow the Boomerang to return to you through
|
|
|
|
the Song of Time block to grab the token.
|
|
|
|
'''},
|
|
|
|
'Bottom of the Well MQ Dead Hand Freestanding Key with Boomerang': {
|
|
|
|
'name' : 'logic_botw_mq_dead_hand_key',
|
|
|
|
'tags' : ("Bottom of the Well",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Boomerang can fish the item out of the rubble without
|
|
|
|
needing explosives to blow it up.
|
|
|
|
'''},
|
|
|
|
'Fire Temple Flame Wall Maze Skip': {
|
|
|
|
'name' : 'logic_fire_flame_maze',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you move quickly you can sneak past the edge of
|
|
|
|
a flame wall before it can rise up to block you.
|
|
|
|
To do it without taking damage is more precise.
|
|
|
|
Allows you to progress without needing either a
|
|
|
|
Small Key or Hover Boots.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Flame Wall Maze Skip': {
|
|
|
|
'name' : 'logic_fire_mq_flame_maze',
|
|
|
|
'tags' : ("Fire Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you move quickly you can sneak past the edge of
|
|
|
|
a flame wall before it can rise up to block you.
|
|
|
|
To do it without taking damage is more precise.
|
|
|
|
Allows you to reach the side room GS without needing
|
|
|
|
Song of Time or Hover Boots. If either of "Fire Temple
|
|
|
|
MQ Lower to Upper Lizalfos Maze with Hover Boots" or
|
|
|
|
"with Precise Jump" are enabled, this also allows you
|
|
|
|
to progress deeper into the dungeon without Hookshot.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Climb without Fire Source': {
|
|
|
|
'name' : 'logic_fire_mq_climb',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can use the Hover Boots to hover around to
|
|
|
|
the climbable wall, skipping the need to use a
|
|
|
|
fire source and spawn a Hookshot target.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Lower to Upper Lizalfos Maze with Hover Boots': {
|
|
|
|
'name' : 'logic_fire_mq_maze_hovers',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Use the Hover Boots off of a crate to
|
|
|
|
climb to the upper maze without needing
|
|
|
|
to spawn and use the Hookshot targets.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Chest Near Boss without Breaking Crate': {
|
|
|
|
'name' : 'logic_fire_mq_near_boss',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The hitbox for the torch extends a bit outside of the crate.
|
|
|
|
Shoot a flaming arrow at the side of the crate to light the
|
|
|
|
torch without needing to get over there and break the crate.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Lizalfos Maze Side Room without Box': {
|
|
|
|
'name' : 'logic_fire_mq_maze_side_room',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can walk from the blue switch to the door and
|
|
|
|
quickly open the door before the bars reclose. This
|
|
|
|
skips needing to reach the upper sections of the
|
|
|
|
maze to get a box to place on the switch.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Boss Key Chest without Bow': {
|
|
|
|
'name' : 'logic_fire_mq_bk_chest',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
It is possible to light both of the timed torches
|
|
|
|
to unbar the door to the boss key chest's room
|
|
|
|
with just Din's Fire if you move very quickly
|
|
|
|
between the two torches. It is also possible to
|
|
|
|
unbar the door with just Din's by abusing an
|
|
|
|
oversight in the way the game counts how many
|
|
|
|
torches have been lit.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Above Flame Wall Maze GS from Below with Longshot': {
|
|
|
|
'name' : 'logic_fire_mq_above_maze_gs',
|
|
|
|
'tags' : ("Fire Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The floor of the room that contains this Skulltula
|
|
|
|
is only solid from above. From the maze below, the
|
|
|
|
Longshot can be shot through the ceiling to obtain
|
|
|
|
the token with two fewer small keys than normal.
|
|
|
|
'''},
|
|
|
|
'Zora\'s River Lower Freestanding PoH as Adult with Nothing': {
|
|
|
|
'name' : 'logic_zora_river_lower',
|
|
|
|
'tags' : ("Zora's River",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Adult can reach this PoH with a precise jump,
|
|
|
|
no Hover Boots required.
|
|
|
|
'''},
|
|
|
|
'Water Temple Cracked Wall with Hover Boots': {
|
|
|
|
'name' : 'logic_water_cracked_wall_hovers',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With a midair side-hop while wearing the Hover
|
|
|
|
Boots, you can reach the cracked wall without
|
|
|
|
needing to raise the water up to the middle level.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple Freestanding Key with Bombchu': {
|
|
|
|
'name' : 'logic_shadow_freestanding_key',
|
|
|
|
'tags' : ("Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Release the Bombchu with good timing so that
|
|
|
|
it explodes near the bottom of the pot.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple MQ Invisible Blades Silver Rupees without Song of Time': {
|
|
|
|
'name' : 'logic_shadow_mq_invisible_blades',
|
|
|
|
'tags' : ("Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The Like Like can be used to boost you into the
|
|
|
|
silver rupee that normally requires Song of Time.
|
|
|
|
This cannot be performed on OHKO since the Like
|
|
|
|
Like does not boost you high enough if you die.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple MQ Lower Huge Pit without Fire Source': {
|
|
|
|
'name' : 'logic_shadow_mq_huge_pit',
|
|
|
|
'tags' : ("Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Normally a frozen eye switch spawns some platforms
|
|
|
|
that you can use to climb down, but there's actually
|
|
|
|
a small piece of ground that you can stand on that
|
|
|
|
you can just jump down to.
|
|
|
|
'''},
|
|
|
|
'Backflip over Mido as Adult': {
|
|
|
|
'name' : 'logic_mido_backflip',
|
|
|
|
'tags' : ("the Lost Woods",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With a specific position and angle, you can
|
|
|
|
backflip over Mido.
|
|
|
|
'''},
|
|
|
|
'Fire Temple Boss Door without Hover Boots or Pillar': {
|
|
|
|
'name' : 'logic_fire_boss_door_jump',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The Fire Temple Boss Door can be reached with a precise
|
|
|
|
jump. You must be touching the side wall of the room so
|
|
|
|
that Link will grab the ledge from farther away than
|
|
|
|
is normally possible.
|
|
|
|
'''},
|
|
|
|
'Lake Hylia Lab Dive without Gold Scale': {
|
|
|
|
'name' : 'logic_lab_diving',
|
|
|
|
'tags' : ("Lake Hylia",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Remove the Iron Boots in the midst of
|
|
|
|
Hookshotting the underwater crate.
|
|
|
|
'''},
|
|
|
|
'Deliver Eye Drops with Bolero of Fire': {
|
|
|
|
'name' : 'logic_biggoron_bolero',
|
|
|
|
'tags' : ("Death Mountain Trail",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Playing a warp song normally causes a trade item to
|
|
|
|
spoil immediately, however, it is possible use Bolero
|
|
|
|
to reach Biggoron and still deliver the Eye Drops
|
|
|
|
before they spoil. If you do not wear the Goron Tunic,
|
|
|
|
the heat timer inside the crater will override the trade
|
|
|
|
item's timer. When you exit to Death Mountain Trail you
|
|
|
|
will have one second to show the Eye Drops before they
|
|
|
|
expire. You can get extra time to show the Eye Drops if
|
|
|
|
you warp immediately upon receiving them. If you don't
|
|
|
|
have many hearts, you may have to reset the heat timer
|
|
|
|
by quickly dipping in and out of Darunia's chamber.
|
|
|
|
This trick does not apply if "Randomize Warp Song
|
|
|
|
Destinations" is enabled, or if the settings are such
|
|
|
|
that trade items do not need to be delivered within a
|
|
|
|
time limit.
|
|
|
|
'''},
|
|
|
|
'Wasteland Crossing without Hover Boots or Longshot': {
|
|
|
|
'name' : 'logic_wasteland_crossing',
|
|
|
|
'tags' : ("Haunted Wasteland",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can beat the quicksand by backwalking across it
|
|
|
|
in a specific way.
|
|
|
|
'''},
|
|
|
|
'Colossus Hill GS with Hookshot': {
|
|
|
|
'name' : 'logic_colossus_gs',
|
|
|
|
'tags' : ("Desert Colossus", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Somewhat precise. If you kill enough Leevers
|
|
|
|
you can get enough of a break to take some time
|
|
|
|
to aim more carefully.
|
|
|
|
'''},
|
|
|
|
'Dodongo\'s Cavern Scarecrow GS with Armos Statue': {
|
|
|
|
'name' : 'logic_dc_scarecrow_gs',
|
|
|
|
'tags' : ("Dodongo's Cavern", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can jump off an Armos Statue to reach the
|
|
|
|
alcove with the Gold Skulltula. It takes quite
|
|
|
|
a long time to pull the statue the entire way.
|
|
|
|
The jump to the alcove can be a bit picky when
|
|
|
|
done as child.
|
|
|
|
'''},
|
|
|
|
'Kakariko Tower GS with Jump Slash': {
|
|
|
|
'name' : 'logic_kakariko_tower_gs',
|
|
|
|
'tags' : ("Kakariko Village", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Climb the tower as high as you can without
|
|
|
|
touching the Gold Skulltula, then let go and
|
|
|
|
jump slash immediately. You will take fall
|
|
|
|
damage.
|
|
|
|
'''},
|
|
|
|
'Deku Tree MQ Compass Room GS Boulders with Just Hammer': {
|
|
|
|
'name' : 'logic_deku_mq_compass_gs',
|
|
|
|
'tags' : ("Deku Tree", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Climb to the top of the vines, then let go
|
|
|
|
and jump slash immediately to destroy the
|
|
|
|
boulders using the Hammer, without needing
|
|
|
|
to spawn a Song of Time block.
|
|
|
|
'''},
|
|
|
|
'Lake Hylia Lab Wall GS with Jump Slash': {
|
|
|
|
'name' : 'logic_lab_wall_gs',
|
|
|
|
'tags' : ("Lake Hylia", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The jump slash to actually collect the
|
|
|
|
token is somewhat precise.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple MQ Lower Adult without Fire Arrows': {
|
|
|
|
'name' : 'logic_spirit_mq_lower_adult',
|
|
|
|
'tags' : ("Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
It can be done with Din\'s Fire and Bow.
|
|
|
|
Whenever an arrow passes through a lit torch, it
|
|
|
|
resets the timer. It's finicky but it's also
|
|
|
|
possible to stand on the pillar next to the center
|
|
|
|
torch, which makes it easier.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple Map Chest with Bow': {
|
|
|
|
'name' : 'logic_spirit_map_chest',
|
|
|
|
'tags' : ("Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
To get a line of sight from the upper torch to
|
|
|
|
the map chest torches, you must pull an Armos
|
|
|
|
statue all the way up the stairs.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple Sun Block Room Chest with Bow': {
|
|
|
|
'name' : 'logic_spirit_sun_chest',
|
|
|
|
'tags' : ("Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Using the blocks in the room as platforms you can
|
|
|
|
get lines of sight to all three torches. The timer
|
|
|
|
on the torches is quite short so you must move
|
|
|
|
quickly in order to light all three.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple MQ Sun Block Room as Child without Song of Time': {
|
|
|
|
'name' : 'logic_spirit_mq_sun_block_sot',
|
|
|
|
'tags' : ("Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
While adult can easily jump directly to the switch that
|
|
|
|
unbars the door to the sun block room, child Link cannot
|
|
|
|
make the jump without spawning a Song of Time block to
|
|
|
|
jump from. You can skip this by throwing the crate down
|
|
|
|
onto the switch from above, which does unbar the door,
|
|
|
|
however the crate immediately breaks, so you must move
|
|
|
|
quickly to get through the door before it closes back up.
|
|
|
|
'''},
|
|
|
|
'Shadow Trial MQ Torch with Bow': {
|
|
|
|
'name' : 'logic_shadow_trial_mq',
|
|
|
|
'tags' : ("Ganon's Castle",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can light the torch in this room without a fire
|
|
|
|
source by shooting an arrow through the lit torch
|
|
|
|
at the beginning of the room. Because the room is
|
|
|
|
so dark and the unlit torch is so far away, it can
|
|
|
|
be difficult to aim the shot correctly.
|
|
|
|
'''},
|
|
|
|
'Forest Temple NE Outdoors Ledge with Hover Boots': {
|
|
|
|
'name' : 'logic_forest_outdoors_ledge',
|
|
|
|
'tags' : ("Forest Temple", "Entrance",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With precise Hover Boots movement you can fall down
|
|
|
|
to this ledge from upper balconies. If done precisely
|
|
|
|
enough, it is not necessary to take fall damage.
|
|
|
|
In MQ, this skips a Longshot requirement.
|
|
|
|
In Vanilla, this can skip a Hookshot requirement in
|
|
|
|
entrance randomizer.
|
|
|
|
'''},
|
|
|
|
'Water Temple Boss Key Region with Hover Boots': {
|
|
|
|
'name' : 'logic_water_boss_key_region',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With precise Hover Boots movement it is possible
|
|
|
|
to reach the boss key chest's region without
|
|
|
|
needing the Longshot. It is not necessary to take
|
|
|
|
damage from the spikes. The Gold Skulltula Token
|
|
|
|
in the following room can also be obtained with
|
|
|
|
just the Hover Boots.
|
|
|
|
'''},
|
|
|
|
'Water Temple MQ North Basement GS without Small Key': {
|
|
|
|
'name' : 'logic_water_mq_locked_gs',
|
|
|
|
'tags' : ("Water Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
There is an invisible Hookshot target that can be used
|
|
|
|
to get over the gate that blocks you from going to this
|
|
|
|
Skulltula early. This avoids going through some rooms
|
|
|
|
that normally require a Small Key to access. If "Water
|
|
|
|
Temple North Basement Ledge with Precise Jump" is not
|
|
|
|
enabled, this also skips needing Hover Boots or
|
|
|
|
Scarecrow's Song to reach the locked door.
|
|
|
|
'''},
|
|
|
|
'Water Temple Falling Platform Room GS with Hookshot': {
|
|
|
|
'name' : 'logic_water_falling_platform_gs_hookshot',
|
|
|
|
'tags' : ("Water Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you stand on the very edge of the platform, this
|
|
|
|
Gold Skulltula can be obtained with only the Hookshot.
|
|
|
|
'''},
|
|
|
|
'Water Temple Falling Platform Room GS with Boomerang': {
|
|
|
|
'name' : 'logic_water_falling_platform_gs_boomerang',
|
|
|
|
'tags' : ("Water Temple", "Skulltulas", "Entrance",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you stand on the very edge of the platform, this
|
|
|
|
Gold Skulltula can be obtained with only the Boomerang.
|
|
|
|
'''},
|
|
|
|
'Water Temple River GS without Iron Boots': {
|
|
|
|
'name' : 'logic_water_river_gs',
|
|
|
|
'tags' : ("Water Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Standing on the exposed ground toward the end of
|
|
|
|
the river, a precise Longshot use can obtain the
|
|
|
|
token. The Longshot cannot normally reach far
|
|
|
|
enough to kill the Skulltula, however. You'll
|
|
|
|
first have to find some other way of killing it.
|
|
|
|
'''},
|
|
|
|
'Water Temple Entry without Iron Boots using Hookshot': {
|
|
|
|
'name' : 'logic_water_hookshot_entry',
|
|
|
|
'tags' : ("Lake Hylia",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
When entering Water Temple using Gold Scale instead
|
|
|
|
of Iron Boots, the Longshot is usually used to be
|
|
|
|
able to hit the switch and open the gate. But, by
|
|
|
|
standing in a particular spot, the switch can be hit
|
|
|
|
with only the reach of the Hookshot.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Trail Climb with Hover Boots': {
|
|
|
|
'name' : 'logic_dmt_climb_hovers',
|
|
|
|
'tags' : ("Death Mountain Trail",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
It is possible to use the Hover Boots to bypass
|
|
|
|
needing to destroy the boulders blocking the path
|
|
|
|
to the top of Death Mountain.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Trail Upper Red Rock GS without Hammer': {
|
|
|
|
'name' : 'logic_trail_gs_upper',
|
|
|
|
'tags' : ("Death Mountain Trail", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After killing the Skulltula, the token can be collected
|
|
|
|
by backflipping into the rock at the correct angle.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Trail Lower Red Rock GS with Hookshot': {
|
|
|
|
'name' : 'logic_trail_gs_lower_hookshot',
|
|
|
|
'tags' : ("Death Mountain Trail", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After killing the Skulltula, the token can be fished
|
|
|
|
out of the rock without needing to destroy it, by
|
|
|
|
using the Hookshot in the correct way.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Trail Lower Red Rock GS with Hover Boots': {
|
|
|
|
'name' : 'logic_trail_gs_lower_hovers',
|
|
|
|
'tags' : ("Death Mountain Trail", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After killing the Skulltula, the token can be
|
|
|
|
collected without needing to destroy the rock by
|
|
|
|
backflipping down onto it with the Hover Boots.
|
|
|
|
First use the Hover Boots to stand on a nearby
|
|
|
|
fence, and go for the Skulltula Token from there.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Trail Lower Red Rock GS with Magic Bean': {
|
|
|
|
'name' : 'logic_trail_gs_lower_bean',
|
|
|
|
'tags' : ("Death Mountain Trail", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After killing the Skulltula, the token can be
|
|
|
|
collected without needing to destroy the rock by
|
|
|
|
jumping down onto it from the bean plant,
|
|
|
|
midflight, with precise timing and positioning.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Crater Upper to Lower with Hammer': {
|
|
|
|
'name' : 'logic_crater_upper_to_lower',
|
|
|
|
'tags' : ("Death Mountain Crater",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With the Hammer, you can jump slash the rock twice
|
|
|
|
in the same jump in order to destroy it before you
|
|
|
|
fall into the lava.
|
|
|
|
'''},
|
|
|
|
'Zora\'s Domain Entry with Hover Boots': {
|
|
|
|
'name' : 'logic_zora_with_hovers',
|
|
|
|
'tags' : ("Zora's River",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Can hover behind the waterfall as adult.
|
|
|
|
'''},
|
|
|
|
'Zora\'s Domain GS with No Additional Items': {
|
|
|
|
'name' : 'logic_domain_gs',
|
|
|
|
'tags' : ("Zora's Domain", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump slash can kill the Skulltula and
|
|
|
|
recoil back onto the top of the frozen waterfall.
|
|
|
|
To kill it, the logic normally guarantees one of
|
|
|
|
Hookshot, Bow, or Magic.
|
|
|
|
'''},
|
2021-11-11 09:42:08 +00:00
|
|
|
'Skip King Zora as Adult with Nothing': {
|
|
|
|
'name' : 'logic_king_zora_skip',
|
|
|
|
'tags' : ("Zora's Domain",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With a precise jump as adult, it is possible to
|
|
|
|
get on the fence next to King Zora from the front
|
|
|
|
to access Zora's Fountain.
|
|
|
|
'''},
|
Ocarina of Time (#64)
* first commit (not including OoT data files yet)
* added some basic options
* rule parser works now at least
* make sure to commit everything this time
* temporary change to BaseClasses for oot
* overworld location graph builds mostly correctly
* adding oot data files
* commenting out world options until later since they only existed to make the RuleParser work
* conversion functions between AP ids and OOT ids
* world graph outputs
* set scrub prices
* itempool generates, entrances connected, way too many options added
* fixed set_rules and set_shop_rules
* temp baseclasses changes
* Reaches the fill step now, old event-based system retained in case the new way breaks
* Song placements and misc fixes everywhere
* temporary changes to make oot work
* changed root exits for AP fill framework
* prevent infinite recursion due to OoT sharing usage of the address field
* age reachability works hopefully, songs are broken again
* working spoiler log generation on beatable-only
* Logic tricks implemented
* need this for logic tricks
* fixed map/compass being placed on Serenade location
* kill unreachable events before filling the world
* add a bunch of utility functions to prepare for rom patching
* move OptionList into generic options
* fixed some silly bugs with OptionList
* properly seed all random behavior (so far)
* ROM generation working
* fix hints trying to get alttp dungeon hint texts
* continue fixing hints
* add oot to network data package
* change item and location IDs to 66000 and 67000 range respectively
* push removed items to precollected items
* fixed various issues with cross-contamination with multiple world generation
* reenable glitched logic (hopefully)
* glitched world files age-check fix
* cleaned up some get_locations calls
* added token shuffle and scrub shuffle, modified some options slightly to make the parsing work
* reenable MQ dungeons
* fix forest mq exception
* made targeting style an option for now, will be cosmetic later
* reminder to move targeting to cosmetics
* some oot option maintenance
* enabled starting time of day
* fixed issue breaking shop slots in multiworld generation
* added "off" option for text shuffle and hints
* shopsanity functionality restored
* change patch file extension
* remove unnecessary utility functions + imports
* update MIT license
* change option to "patch_uncompressed_rom" instead of "compress_rom"
* compliance with new AutoWorld systems
* Kill only internal events, remove non-internal big poe event in code
* re-add the big poe event and handle it correctly
* remove extra method in Range option
* fix typo
* Starting items, starting with consumables option
* do not remove nonexistent item
* move set_shop_rules to after shop items are placed
* some cleanup
* add retries for song placement
* flagged Skull Mask and Mask of Truth as advancement items
* update OoT to use LogicMixin
* Fixed trying to assign starting items from the wrong players
* fixed song retry step
* improved option handling, comments, and starting item replacements
* DefaultOnToggle writes Yes or No to spoiler
* enable compression of output if Compress executable is present
* clean up compression
* check whether (de)compressor exists before running the process
* allow specification of rom path in host.yaml
* check if decompressed file already exists before decompressing again
* fix triforce hunt generation
* rename all the oot state functions with prefix
* OoT: mark triforce pieces as completion goal for triforce hunt
* added overworld and any-dungeon shuffle for dungeon items
* Hide most unshuffled locations and events from the list of locations in spoiler
* build oot option ranges with a generic function instead of defining each separately
* move oot output-type control to host.yaml instead of individual yamls
* implement dungeon song shuffle
* minor improvements to overworld dungeon item shuffle
* remove random ice trap names in shops, mostly to avoid maintaining a massive censor list
* always output patch file to folder, remove option to generate ROM in preparation for removal
* re-add the fix for infinite recursion due to not being light or dark world
* change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently
* oot: remove item_names and location_names
* oot: minor fixes
* oot: comment out ROM patching
* oot: only add CollectionState objects on creation if actually needed
* main entrance shuffle method and entrances-based rules
* fix entrances based rules
* disable master quest and big poe count options for client compatibility
* use get_player_name instead of get_player_names
* fix OptionList
* fix oot options for new option system
* new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES
* fill AP player name in oot rom with 0 instead of 0xDF
* encode player name with ASCII for fixed-width
* revert oot player name array to 8 bytes per name
* remove Pierre location if fast scarecrow is on
* check player name length
* "free_scarecrow" not "fast_scarecrow"
* OoT locations now properly store the AP ID instead of the oot internal ID
* oot __version__ updates in lockstep with AP version
* pull in unmodified oot cosmetic files
* also grab JSONDump since it's needed apparently
* gather extra needed methods, modify imports
* delete cosmetics log, replace all instances of SettingsList with OOTWorld
* cosmetic options working, except for sound effects (due to ear-safe issues)
* SFX, Music, and Fanfare randomization reenabled
* move OoT data files into the worlds folder
* move Compress and Decompress into oot data folder
* Replace get_all_state with custom method to avoid the cache
* OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues
* set data_version to 0
* make Kokiri Sword shuffle off by default
* reenable "Random Choice" for various cosmetic options
* kill Ruto's Letter turnin if open fountain
also fix for shopsanity
* place Buy Goron/Zora Tunic first in shop shuffle
* make ice traps appear as other items instead of breaking generation
* managed to break ice traps on non-major-only
* only handle ice traps if they are on
* fix shopsanity for non-oot games, and write player name instead of player number
* light arrows hint uses player name instead of player number
* Reenable "skip child zelda" option
* fix entrances_based_rules
* fix ganondorf hint if starting with light arrows
* fix dungeonitem shuffle and shopsanity interaction
* remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group
* force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any
* keep bosses and bombchu bowling chus out of data package
* revert workaround for infinite recursion and fix it properly
* fix shared shop id caches during patching process
* fix shop text box overflows, as much as possible
* add default oot host.yaml option
* add .apz5, .n64, .z64 to gitignore
* Properly document and name all (functioning) OOT options
* clean up some imports
* remove unnecessary files from oot's data
* fix typo in gitignore
* readd the Compress and Decompress utilities, since they are needed for generation
* cleanup of imports and some minor optimizations
* increase shop offset for item IDs to 0xCB
* remove shop item AP ids entirely
* prevent triforce pieces for other players from being received by yourself
* add "excluded" property to Location
* Hint system adapted and reenabled; hints still unseeded
* make hints deterministic with lists instead of sets
* do not allow hints to point to Light Arrows on non-vanilla bridge
* foreign locations hint as their full name in OoT rather than their region
* checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated
* consolidate versioning in Utils
* ice traps appear as major items rather than any progression item
* set prescription and claim check as defaults for adult trade item settings
* add oot options to playerSettings
* allow case-insensitive logic tricks in yaml
* fix oot shopsanity option formatting
* Write OoT override info even if local item, enabling local checks to show up immediately in the client
* implement CollectionState.can_live_dmg for oot glitched logic
* filter item names for invalid characters when patching shops
* make ice traps appear according to the settings of the world they are shuffled into, rather than the original world
* set hidden-spoiler items and locations with Shop items to events
* make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start
* Fix oot Glitched and No Logic generation
* fix indenting
* Greatly reduce displayed cosmetic options
* Change oot data version to 1
* add apz5 distribution to webhost
* print player name if an ALttP dungeon contains a good item for OoT world
* delete unneeded commented code
* remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
|
|
|
'Shadow Temple River Statue with Bombchu': {
|
|
|
|
'name' : 'logic_shadow_statue',
|
|
|
|
'tags' : ("Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
By sending a Bombchu around the edge of the
|
|
|
|
gorge, you can knock down the statue without
|
|
|
|
needing a Bow.
|
|
|
|
Applies in both vanilla and MQ Shadow.
|
|
|
|
'''},
|
|
|
|
'Stop Link the Goron with Din\'s Fire': {
|
|
|
|
'name' : 'logic_link_goron_dins',
|
|
|
|
'tags' : ("Goron City",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The timing is quite awkward.
|
|
|
|
'''},
|
|
|
|
'Fire Temple Song of Time Room GS without Song of Time': {
|
|
|
|
'name' : 'logic_fire_song_of_time',
|
|
|
|
'tags' : ("Fire Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump can be used to reach this room.
|
|
|
|
'''},
|
|
|
|
'Fire Temple Climb without Strength': {
|
|
|
|
'name' : 'logic_fire_strength',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump can be used to skip
|
|
|
|
pushing the block.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Big Lava Room Blocked Door without Hookshot': {
|
|
|
|
'name' : 'logic_fire_mq_blocked_chest',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
There is a gap between the hitboxes of the flame
|
|
|
|
wall in the big lava room. If you know where this
|
|
|
|
gap is located, you can jump through it and skip
|
|
|
|
needing to use the Hookshot. To do this without
|
|
|
|
taking damage is more precise.
|
|
|
|
'''},
|
|
|
|
'Fire Temple MQ Lower to Upper Lizalfos Maze with Precise Jump': {
|
|
|
|
'name' : 'logic_fire_mq_maze_jump',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump off of a crate can be used to
|
|
|
|
climb to the upper maze without needing to spawn
|
|
|
|
and use the Hookshot targets. This trick
|
|
|
|
supersedes both "Fire Temple MQ Lower to Upper
|
|
|
|
Lizalfos Maze with Hover Boots" and "Fire Temple
|
|
|
|
MQ Lizalfos Maze Side Room without Box".
|
|
|
|
'''},
|
|
|
|
'Light Trial MQ without Hookshot': {
|
|
|
|
'name' : 'logic_light_trial_mq',
|
|
|
|
'tags' : ("Ganon's Castle",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you move quickly you can sneak past the edge of
|
|
|
|
a flame wall before it can rise up to block you.
|
|
|
|
In this case to do it without taking damage is
|
|
|
|
especially precise.
|
|
|
|
'''},
|
|
|
|
'Ice Cavern MQ Scarecrow GS with No Additional Items': {
|
|
|
|
'name' : 'logic_ice_mq_scarecrow',
|
|
|
|
'tags' : ("Ice Cavern", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump can be used to reach this alcove.
|
|
|
|
'''},
|
|
|
|
'Ice Cavern MQ Red Ice GS without Song of Time': {
|
|
|
|
'name' : 'logic_ice_mq_red_ice_gs',
|
|
|
|
'tags' : ("Ice Cavern", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you side-hop into the perfect position, you
|
|
|
|
can briefly stand on the platform with the red
|
|
|
|
ice just long enough to dump some blue fire.
|
|
|
|
'''},
|
|
|
|
'Ice Cavern Block Room GS with Hover Boots': {
|
|
|
|
'name' : 'logic_ice_block_gs',
|
|
|
|
'tags' : ("Ice Cavern", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
The Hover Boots can be used to get in front of the
|
|
|
|
Skulltula to kill it with a jump slash. Then, the
|
|
|
|
Hover Boots can again be used to obtain the Token,
|
|
|
|
all without Hookshot or Boomerang.
|
|
|
|
'''},
|
|
|
|
'Reverse Wasteland': {
|
|
|
|
'name' : 'logic_reverse_wasteland',
|
|
|
|
'tags' : ("Haunted Wasteland",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
By memorizing the path, you can travel through the
|
|
|
|
Wasteland in reverse.
|
|
|
|
Note that jumping to the carpet merchant as child
|
|
|
|
typically requires a fairly precise jump slash.
|
|
|
|
The equivalent trick for going forward through the
|
|
|
|
Wasteland is "Lensless Wasteland".
|
|
|
|
To cross the river of sand with no additional items,
|
|
|
|
be sure to also enable "Wasteland Crossing without
|
|
|
|
Hover Boots or Longshot".
|
|
|
|
Unless all overworld entrances are randomized, child
|
|
|
|
Link will not be expected to do anything at Gerudo's
|
|
|
|
Fortress.
|
|
|
|
'''},
|
|
|
|
'Zora\'s River Upper Freestanding PoH as Adult with Nothing': {
|
|
|
|
'name' : 'logic_zora_river_upper',
|
|
|
|
'tags' : ("Zora's River",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Adult can reach this PoH with a precise jump,
|
|
|
|
no Hover Boots required.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple MQ Truth Spinner Gap with Longshot': {
|
|
|
|
'name' : 'logic_shadow_mq_gap',
|
|
|
|
'tags' : ("Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can Longshot a torch and jump-slash recoil onto
|
|
|
|
the tongue. It works best if you Longshot the right
|
|
|
|
torch from the left side of the room.
|
|
|
|
'''},
|
|
|
|
'Lost Woods Adult GS without Bean': {
|
|
|
|
'name' : 'logic_lost_woods_gs_bean',
|
|
|
|
'tags' : ("the Lost Woods", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can collect the token with a precise
|
|
|
|
Hookshot use, as long as you can kill the
|
|
|
|
Skulltula somehow first. It can be killed
|
|
|
|
using Longshot, Bow, Bombchus or Din's Fire.
|
|
|
|
'''},
|
|
|
|
'Jabu Near Boss GS without Boomerang as Adult': {
|
|
|
|
'name' : 'logic_jabu_boss_gs_adult',
|
|
|
|
'tags' : ("Jabu Jabu's Belly", "Skulltulas", "Entrance",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
You can easily get over to the door to the
|
|
|
|
near boss area early with Hover Boots. The
|
|
|
|
tricky part is getting through the door
|
|
|
|
without being able to use a box to keep the
|
|
|
|
switch pressed. One way is to quickly roll
|
|
|
|
from the switch and open the door before it
|
|
|
|
closes.
|
|
|
|
'''},
|
|
|
|
'Kakariko Rooftop GS with Hover Boots': {
|
|
|
|
'name' : 'logic_kakariko_rooftop_gs',
|
|
|
|
'tags' : ("Kakariko Village", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Take the Hover Boots from the entrance to Impa's
|
|
|
|
House over to the rooftop of Skulltula House. From
|
|
|
|
there, a precise Hover Boots backwalk with backflip
|
|
|
|
can be used to get onto a hill above the side of
|
|
|
|
the village. And then from there you can Hover onto
|
|
|
|
Impa's rooftop to kill the Skulltula and backflip
|
|
|
|
into the token.
|
|
|
|
'''},
|
|
|
|
'Graveyard Freestanding PoH with Boomerang': {
|
|
|
|
'name' : 'logic_graveyard_poh',
|
|
|
|
'tags' : ("the Graveyard",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Using a precise moving setup you can obtain
|
|
|
|
the Piece of Heart by having the Boomerang
|
|
|
|
interact with it along the return path.
|
|
|
|
'''},
|
|
|
|
'Hyrule Castle Storms Grotto GS with Just Boomerang': {
|
|
|
|
'name' : 'logic_castle_storms_gs',
|
|
|
|
'tags' : ("Hyrule Castle", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With precise throws, the Boomerang alone can
|
|
|
|
kill the Skulltula and collect the token,
|
|
|
|
without first needing to blow up the wall.
|
|
|
|
'''},
|
|
|
|
'Death Mountain Trail Soil GS without Destroying Boulder': {
|
|
|
|
'name' : 'logic_dmt_soil_gs',
|
|
|
|
'tags' : ("Death Mountain Trail", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Bugs will go into the soft soil even while the boulder is
|
|
|
|
still blocking the entrance.
|
|
|
|
Then, using a precise moving setup you can kill the Gold
|
|
|
|
Skulltula and obtain the token by having the Boomerang
|
|
|
|
interact with it along the return path.
|
|
|
|
'''},
|
|
|
|
'Gerudo Training Grounds Left Side Silver Rupees without Hookshot': {
|
|
|
|
'name' : 'logic_gtg_without_hookshot',
|
|
|
|
'tags' : ("Gerudo Training Grounds",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After collecting the rest of the silver rupees in the room,
|
|
|
|
you can reach the final silver rupee on the ceiling by being
|
|
|
|
pulled up into it after getting grabbed by the Wallmaster.
|
|
|
|
Then, you must also reach the exit of the room without the
|
|
|
|
use of the Hookshot. If you move quickly you can sneak past
|
|
|
|
the edge of a flame wall before it can rise up to block you.
|
|
|
|
To do so without taking damage is more precise.
|
|
|
|
'''},
|
|
|
|
'Gerudo Training Grounds MQ Left Side Silver Rupees without Hookshot': {
|
|
|
|
'name' : 'logic_gtg_mq_without_hookshot',
|
|
|
|
'tags' : ("Gerudo Training Grounds",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After collecting the rest of the silver rupees in the room,
|
|
|
|
you can reach the final silver rupee on the ceiling by being
|
|
|
|
pulled up into it after getting grabbed by the Wallmaster.
|
|
|
|
The Wallmaster will not track you to directly underneath the
|
|
|
|
rupee. You should take the last step to be under the rupee
|
|
|
|
after the Wallmaster has begun its attempt to grab you.
|
|
|
|
Also included with this trick is that fact that the switch
|
|
|
|
that unbars the door to the final chest of GTG can be hit
|
|
|
|
without a projectile, using a precise jump slash.
|
|
|
|
This trick supersedes "Gerudo Training Grounds MQ Left Side
|
|
|
|
Silver Rupees with Hookshot".
|
|
|
|
'''},
|
|
|
|
'Reach Gerudo Training Grounds Fake Wall Ledge with Hover Boots': {
|
|
|
|
'name' : 'logic_gtg_fake_wall',
|
|
|
|
'tags' : ("Gerudo Training Grounds",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise Hover Boots use from the top of the chest can allow
|
|
|
|
you to grab the ledge without needing the usual requirements.
|
|
|
|
In Master Quest, this always skips a Song of Time requirement.
|
|
|
|
In Vanilla, this skips a Hookshot requirement, but is only
|
|
|
|
relevant if "Gerudo Training Grounds Left Side Silver Rupees
|
|
|
|
without Hookshot" is enabled.
|
|
|
|
'''},
|
|
|
|
'Water Temple Cracked Wall with No Additional Items': {
|
|
|
|
'name' : 'logic_water_cracked_wall_nothing',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump slash (among other methods) will
|
|
|
|
get you to the cracked wall without needing the
|
|
|
|
Hover Boots or to raise the water to the middle
|
|
|
|
level. This trick supersedes "Water Temple
|
|
|
|
Cracked Wall with Hover Boots".
|
|
|
|
'''},
|
|
|
|
'Water Temple North Basement Ledge with Precise Jump': {
|
|
|
|
'name' : 'logic_water_north_basement_ledge_jump',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
In the northern basement there's a ledge from where, in
|
|
|
|
vanilla Water Temple, boulders roll out into the room.
|
|
|
|
Normally to jump directly to this ledge logically
|
|
|
|
requires the Hover Boots, but with precise jump, it can
|
|
|
|
be done without them. This trick applies to both
|
|
|
|
Vanilla and Master Quest.
|
|
|
|
'''},
|
|
|
|
'Water Temple Torch Longshot': {
|
|
|
|
'name' : 'logic_water_temple_torch_longshot',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Stand on the eastern side of the central pillar and longshot
|
|
|
|
the torches on the bottom level. Swim through the corridor
|
|
|
|
and float up to the top level. This allows access to this
|
|
|
|
area and lower water levels without Iron Boots.
|
|
|
|
The majority of the tricks that allow you to skip Iron Boots
|
|
|
|
in the Water Temple are not going to be relevant unless this
|
|
|
|
trick is first enabled.
|
|
|
|
'''},
|
|
|
|
'Water Temple Central Pillar GS with Farore\'s Wind': {
|
|
|
|
'name' : 'logic_water_central_gs_fw',
|
|
|
|
'tags' : ("Water Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you set Farore's Wind inside the central pillar
|
|
|
|
and then return to that warp point after raising
|
|
|
|
the water to the highest level, you can obtain this
|
|
|
|
Skulltula Token with Hookshot or Boomerang.
|
|
|
|
'''},
|
|
|
|
'Water Temple Central Pillar GS with Iron Boots': {
|
|
|
|
'name' : 'logic_water_central_gs_irons',
|
|
|
|
'tags' : ("Water Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After opening the middle water level door into the
|
|
|
|
central pillar, the door will stay unbarred so long
|
|
|
|
as you do not leave the room -- even if you were to
|
|
|
|
raise the water up to the highest level. With the
|
|
|
|
Iron Boots to go through the door after the water has
|
|
|
|
been raised, you can obtain the Skulltula Token with
|
|
|
|
the Hookshot.
|
|
|
|
'''},
|
|
|
|
'Water Temple Boss Key Jump Dive': {
|
|
|
|
'name' : 'logic_water_bk_jump_dive',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Stand on the very edge of the raised corridor leading from the
|
|
|
|
push block room to the rolling boulder corridor. Face the
|
|
|
|
gold skulltula on the waterfall and jump over the boulder
|
|
|
|
corridor floor into the pool of water, swimming right once
|
|
|
|
underwater. This allows access to the boss key room without
|
|
|
|
Iron boots.
|
|
|
|
'''},
|
|
|
|
'Water Temple Dragon Statue Jump Dive': {
|
|
|
|
'name' : 'logic_water_dragon_jump_dive',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you come into the dragon statue room from the
|
|
|
|
serpent river, you can jump down from above and get
|
|
|
|
into the tunnel without needing either Iron Boots
|
|
|
|
or a Scale. This trick applies to both Vanilla and
|
|
|
|
Master Quest. In Vanilla, you must shoot the switch
|
|
|
|
from above with the Bow, and then quickly get
|
|
|
|
through the tunnel before the gate closes.
|
|
|
|
'''},
|
|
|
|
'Water Temple Dragon Statue Switch from Above the Water as Adult': {
|
|
|
|
'name' : 'logic_water_dragon_adult',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Normally you need both Hookshot and Iron Boots to hit the
|
|
|
|
switch and swim through the tunnel to get to the chest. But
|
|
|
|
by hitting the switch from dry land, using one of Bombchus,
|
|
|
|
Hookshot, or Bow, it is possible to skip one or both of
|
|
|
|
those requirements. After the gate has been opened, besides
|
|
|
|
just using the Iron Boots, a well-timed dive with at least
|
|
|
|
the Silver Scale could be used to swim through the tunnel. If
|
|
|
|
coming from the serpent river, a jump dive can also be used
|
|
|
|
to get into the tunnel.
|
|
|
|
'''},
|
|
|
|
'Water Temple Dragon Statue Switch from Above the Water as Child': {
|
|
|
|
'name' : 'logic_water_dragon_child',
|
|
|
|
'tags' : ("Water Temple", "Entrance",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
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.
|
|
|
|
'''},
|
|
|
|
'Goron City Maze Left Chest with Hover Boots': {
|
|
|
|
'name' : 'logic_goron_city_leftmost',
|
|
|
|
'tags' : ("Goron City",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise backwalk starting from on top of the
|
|
|
|
crate and ending with a precisely-timed backflip
|
|
|
|
can reach this chest without needing either
|
|
|
|
the Hammer or Silver Gauntlets.
|
|
|
|
'''},
|
|
|
|
'Goron City Grotto with Hookshot While Taking Damage': {
|
|
|
|
'name' : 'logic_goron_grotto',
|
|
|
|
'tags' : ("Goron City",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
It is possible to reach the Goron City Grotto by
|
|
|
|
quickly using the Hookshot while in the midst of
|
|
|
|
taking damage from the lava floor. This trick will
|
|
|
|
not be expected on OHKO or quadruple damage.
|
|
|
|
'''},
|
|
|
|
'Deku Tree Basement without Slingshot': {
|
|
|
|
'name' : 'logic_deku_b1_skip',
|
|
|
|
'tags' : ("Deku Tree",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump can be used to skip
|
|
|
|
needing to use the Slingshot to go
|
|
|
|
around B1 of the Deku Tree. If used
|
|
|
|
with the "Closed Forest" setting, a
|
|
|
|
Slingshot will not be guaranteed to
|
|
|
|
exist somewhere inside the Forest.
|
|
|
|
This trick applies to both Vanilla
|
|
|
|
and Master Quest.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple Lower Adult Switch with Bombs': {
|
|
|
|
'name' : 'logic_spirit_lower_adult_switch',
|
|
|
|
'tags' : ("Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A bomb can be used to hit the switch on the ceiling,
|
|
|
|
but it must be thrown from a particular distance
|
|
|
|
away and with precise timing.
|
|
|
|
'''},
|
|
|
|
'Forest Temple Outside Backdoor with Jump Slash': {
|
|
|
|
'name' : 'logic_forest_outside_backdoor',
|
|
|
|
'tags' : ("Forest Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With a precise jump slash from above,
|
|
|
|
you can reach the backdoor to the west
|
|
|
|
courtyard without Hover Boots. Applies
|
|
|
|
to both Vanilla and Master Quest.
|
|
|
|
'''},
|
|
|
|
'Forest Temple East Courtyard Door Frame with Hover Boots': {
|
|
|
|
'name' : 'logic_forest_door_frame',
|
|
|
|
'tags' : ("Forest Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise Hover Boots movement from the upper
|
|
|
|
balconies in this courtyard can be used to get on
|
|
|
|
top of the door frame. Applies to both Vanilla and
|
|
|
|
Master Quest. In Vanilla, from on top the door
|
|
|
|
frame you can summon Pierre, allowing you to access
|
|
|
|
the falling ceiling room early. In Master Quest,
|
|
|
|
this allows you to obtain the GS on the door frame
|
|
|
|
as adult without Hookshot or Song of Time.
|
|
|
|
'''},
|
|
|
|
'Dodongo\'s Cavern MQ Early Bomb Bag Area as Child': {
|
|
|
|
'name' : 'logic_dc_mq_child_bombs',
|
|
|
|
'tags' : ("Dodongo's Cavern",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With a precise jump slash from above, you
|
|
|
|
can reach the Bomb Bag area as only child
|
|
|
|
without needing a Slingshot. You will
|
|
|
|
take fall damage.
|
|
|
|
'''},
|
|
|
|
'Dodongo\'s Cavern Two Scrub Room with Strength': {
|
|
|
|
'name' : 'logic_dc_scrub_room',
|
|
|
|
'tags' : ("Dodongo's Cavern",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With help from a conveniently-positioned block,
|
|
|
|
Adult can quickly carry a bomb flower over to
|
|
|
|
destroy the mud wall blocking the room with two
|
|
|
|
Deku Scrubs.
|
|
|
|
'''},
|
|
|
|
'Dodongo\'s Cavern Child Slingshot Skips': {
|
|
|
|
'name' : 'logic_dc_slingshot_skip',
|
|
|
|
'tags' : ("Dodongo's Cavern",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With precise platforming, child can cross the
|
|
|
|
platforms while the flame circles are there.
|
|
|
|
When enabling this trick, it's recommended that
|
|
|
|
you also enable the Adult variant: "Dodongo's
|
|
|
|
Cavern Spike Trap Room Jump without Hover Boots".
|
|
|
|
'''},
|
|
|
|
'Dodongo\'s Cavern MQ Light the Eyes with Strength': {
|
|
|
|
'name' : 'logic_dc_mq_eyes',
|
|
|
|
'tags' : ("Dodongo's Cavern",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
If you move very quickly, it is possible to use
|
|
|
|
the bomb flower at the top of the room to light
|
|
|
|
the eyes. To perform this trick as child is
|
|
|
|
significantly more difficult, but child will never
|
|
|
|
be expected to do so unless "Dodongo's Cavern MQ
|
|
|
|
Back Areas as Child without Explosives" is enabled.
|
|
|
|
Also, the bombable floor before King Dodongo can be
|
|
|
|
destroyed with Hammer if hit in the very center.
|
|
|
|
'''},
|
|
|
|
'Dodongo\'s Cavern MQ Back Areas as Child without Explosives': {
|
|
|
|
'name' : 'logic_dc_mq_child_back',
|
|
|
|
'tags' : ("Dodongo's Cavern",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Child can progress through the back areas without
|
|
|
|
explosives by throwing a pot at a switch to lower a
|
|
|
|
fire wall, and by defeating Armos to detonate bomb
|
|
|
|
flowers (among other methods). While these techniques
|
|
|
|
themselves are relatively simple, they're not
|
|
|
|
relevant unless "Dodongo's Cavern MQ Light the Eyes
|
|
|
|
with Strength" is enabled, which is a trick that
|
|
|
|
is particularly difficult for child to perform.
|
|
|
|
'''},
|
|
|
|
'Rolling Goron (Hot Rodder Goron) as Child with Strength': {
|
|
|
|
'name' : 'logic_child_rolling_with_strength',
|
|
|
|
'tags' : ("Goron City",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Use the bombflower on the stairs or near Medigoron.
|
|
|
|
Timing is tight, especially without backwalking.
|
|
|
|
'''},
|
|
|
|
'Goron City Spinning Pot PoH with Bombchu': {
|
|
|
|
'name' : 'logic_goron_city_pot',
|
|
|
|
'tags' : ("Goron City",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A Bombchu can be used to stop the spinning
|
|
|
|
pot, but it can be quite finicky to get it
|
|
|
|
to work.
|
|
|
|
'''},
|
|
|
|
'Gerudo Valley Crate PoH as Adult with Hover Boots': {
|
|
|
|
'name' : 'logic_valley_crate_hovers',
|
|
|
|
'tags' : ("Gerudo Valley",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
From the far side of Gerudo Valley, a precise
|
|
|
|
Hover Boots movement and jump-slash recoil can
|
|
|
|
allow adult to reach the ledge with the crate
|
|
|
|
PoH without needing Longshot. You will take
|
|
|
|
fall damage.
|
|
|
|
'''},
|
|
|
|
'Jump onto the Lost Woods Bridge as Adult with Nothing': {
|
|
|
|
'name' : 'logic_lost_woods_bridge',
|
|
|
|
'tags' : ("the Lost Woods", "Entrance",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
With very precise movement it's possible for
|
|
|
|
adult to jump onto the bridge without needing
|
|
|
|
Longshot, Hover Boots, or Bean.
|
|
|
|
'''},
|
|
|
|
'Spirit Trial without Hookshot': {
|
|
|
|
'name' : 'logic_spirit_trial_hookshot',
|
|
|
|
'tags' : ("Ganon's Castle",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A precise jump off of an Armos can
|
|
|
|
collect the highest rupee.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple Stone Umbrella Skip': {
|
|
|
|
'name' : 'logic_shadow_umbrella',
|
|
|
|
'tags' : ("Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A very precise Hover Boots movement
|
|
|
|
from off of the lower chest can get you
|
|
|
|
on top of the crushing spikes without
|
|
|
|
needing to pull the block. Applies to
|
|
|
|
both Vanilla and Master Quest.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple Falling Spikes GS with Hover Boots': {
|
|
|
|
'name' : 'logic_shadow_umbrella_gs',
|
|
|
|
'tags' : ("Shadow Temple", "Skulltulas",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
After killing the Skulltula, a very precise Hover Boots
|
|
|
|
movement from off of the lower chest can get you on top
|
|
|
|
of the crushing spikes without needing to pull the block.
|
|
|
|
From there, another very precise Hover Boots movement can
|
|
|
|
be used to obtain the token without needing the Hookshot.
|
|
|
|
Applies to both Vanilla and Master Quest. For obtaining
|
|
|
|
the chests in this room with just Hover Boots, be sure to
|
|
|
|
enable "Shadow Temple Stone Umbrella Skip".
|
|
|
|
'''},
|
|
|
|
'Water Temple Central Bow Target without Longshot or Hover Boots': {
|
|
|
|
'name' : 'logic_water_central_bow',
|
|
|
|
'tags' : ("Water Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
A very precise Bow shot can hit the eye
|
|
|
|
switch from the floor above. Then, you
|
|
|
|
can jump down into the hallway and make
|
|
|
|
through it before the gate closes.
|
|
|
|
It can also be done as child, using the
|
|
|
|
Slingshot instead of the Bow.
|
|
|
|
'''},
|
|
|
|
'Fire Temple East Tower without Scarecrow\'s Song': {
|
|
|
|
'name' : 'logic_fire_scarecrow',
|
|
|
|
'tags' : ("Fire Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Also known as "Pixelshot".
|
|
|
|
The Longshot can reach the target on the elevator
|
|
|
|
itself, allowing you to skip needing to spawn the
|
|
|
|
scarecrow.
|
|
|
|
'''},
|
|
|
|
'Fire Trial MQ with Hookshot': {
|
|
|
|
'name' : 'logic_fire_trial_mq',
|
|
|
|
'tags' : ("Ganon's Castle",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
It's possible to hook the target at the end of
|
|
|
|
fire trial with just Hookshot, but it requires
|
|
|
|
precise aim and perfect positioning. The main
|
|
|
|
difficulty comes from getting on the very corner
|
|
|
|
of the obelisk without falling into the lava.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple Entry with Fire Arrows': {
|
|
|
|
'name' : 'logic_shadow_fire_arrow_entry',
|
|
|
|
'tags' : ("Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
It is possible to light all of the torches to
|
|
|
|
open the Shadow Temple entrance with just Fire
|
|
|
|
Arrows, but you must be very quick, precise,
|
|
|
|
and strategic with how you take your shots.
|
|
|
|
'''},
|
|
|
|
'Lensless Wasteland': {
|
|
|
|
'name' : 'logic_lens_wasteland',
|
|
|
|
'tags' : ("Lens of Truth","Haunted Wasteland",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
By memorizing the path, you can travel through the
|
|
|
|
Wasteland without using the Lens of Truth to see
|
|
|
|
the Poe.
|
|
|
|
The equivalent trick for going in reverse through
|
|
|
|
the Wasteland is "Reverse Wasteland".
|
|
|
|
'''},
|
|
|
|
'Bottom of the Well without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_botw',
|
|
|
|
'tags' : ("Lens of Truth","Bottom of the Well",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Bottom of the Well.
|
|
|
|
'''},
|
|
|
|
'Ganon\'s Castle MQ without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_castle_mq',
|
|
|
|
'tags' : ("Lens of Truth","Ganon's Castle",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Ganon's Castle MQ.
|
|
|
|
'''},
|
|
|
|
'Ganon\'s Castle without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_castle',
|
|
|
|
'tags' : ("Lens of Truth","Ganon's Castle",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Ganon's Castle.
|
|
|
|
'''},
|
|
|
|
'Gerudo Training Grounds MQ without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_gtg_mq',
|
|
|
|
'tags' : ("Lens of Truth","Gerudo Training Grounds",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Gerudo Training Grounds MQ.
|
|
|
|
'''},
|
|
|
|
'Gerudo Training Grounds without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_gtg',
|
|
|
|
'tags' : ("Lens of Truth","Gerudo Training Grounds",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Gerudo Training Grounds.
|
|
|
|
'''},
|
|
|
|
'Jabu MQ without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_jabu_mq',
|
|
|
|
'tags' : ("Lens of Truth","Jabu Jabu's Belly",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Jabu MQ.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple MQ before Invisible Moving Platform without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_shadow_mq',
|
|
|
|
'tags' : ("Lens of Truth","Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Shadow Temple MQ before the invisible moving platform.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple MQ beyond Invisible Moving Platform without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_shadow_mq_back',
|
|
|
|
'tags' : ("Lens of Truth","Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Shadow Temple MQ beyond the invisible moving platform.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple before Invisible Moving Platform without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_shadow',
|
|
|
|
'tags' : ("Lens of Truth","Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Shadow Temple before the invisible moving platform.
|
|
|
|
'''},
|
|
|
|
'Shadow Temple beyond Invisible Moving Platform without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_shadow_back',
|
|
|
|
'tags' : ("Lens of Truth","Shadow Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Shadow Temple beyond the invisible moving platform.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple MQ without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_spirit_mq',
|
|
|
|
'tags' : ("Lens of Truth","Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Spirit Temple MQ.
|
|
|
|
'''},
|
|
|
|
'Spirit Temple without Lens of Truth': {
|
|
|
|
'name' : 'logic_lens_spirit',
|
|
|
|
'tags' : ("Lens of Truth","Spirit Temple",),
|
|
|
|
'tooltip' : '''\
|
|
|
|
Removes the requirements for the Lens of Truth
|
|
|
|
in Spirit Temple.
|
|
|
|
'''},
|
|
|
|
}
|
|
|
|
|
|
|
|
normalized_name_tricks = {trick.casefold(): info for (trick, info) in known_logic_tricks.items()}
|