New Item : Bronze scale#2224
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Instead of making an exception for Water Temple entrance, why not move the spawn point so you wouldn't be in the water, and also change the IDs of the polygons at the edge going up the exit so you don't even need to go into the water to exit Water Temple? Or, maybe even add Ruto at the beginning, and if you talk to Ruto she asks "Do you want to leave the temple?" and if you say yes, you spawn outside the Temple (or on Lake Hylia warp pad if it would put you in Lake Hylia)? |
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I'd rather not modify the game scenes directly, i feel like that should be a last resort solution. |
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Hi! I'm the one that made this for Ship.
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leaving bombchu bowling or other areas that affect the B button will put a stick on B. Just throwing it out there that if ER is not addressed with this such as having bowling in water temple then leaving but without bronze scale you would have temp B. |
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Hi, sorry for taking so long to reply, i was waiting for a logic review and ended up never going back to the PR until now. As for the water temple entrance, i don't think we have a good way of kicking the player out to the previous entrance, at least not the way i've implemented it. I think this is the same logically though? |
It's not as you can, for example, get to morpha (in glitched logic) without ever touching any water other than the one at the entrance. |
Advanced logic is going to be special but it's really funny you responded now as I just reached out to Kirox yesterday about this too :D I think the hurdle was getting more eyes on it to help playtesting. I havent fully played out how it works in ship but I know there are some weirdness issues with bronze scale and water temple -- lake hylia in general. |
And that is why you don't let me write logic lol, good point. |
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While the changes may be useful for debugging stuff in this PR, actually submitting them should probably be in a different PR later. Assuming it was even pushed to this branch on purpose. |
i'm currently working with Shiro on updating the logic for bronze scale, but since she's using the debug menu i'm taking the occasion to improve it with her remarks. |
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I made several updates to the branch, and also brought it up to speed with advanced logic There are some revisions that need to be reviewed for glitchless, I will try to summarize it below: Overworld --
Dungeons
I hope I covered at least the big hitters from the review. I PR'd it to Kirox's branch for review but also posting here to the group that is following the PR. After testing with the initial version, there were some spots that were requested for new voids so it is not as bad to accidentally fall in the water (ty botw) and did not see anything glaringly obvious as any issues with gameplay, so I think this is ready for further testing by a larger audience :) |
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I have no idea what is going on in these botw fixes. None of it is what we talked about. Edit: Alright let me try to figure it out here, uh... I'm not gonna look at glitched (I did notice a bracket mismatch in MQ BotW though). In MQ BotW you added ZL as an alternative to can_swim, which presumably works, assuming that you confirmed that a pot can be used to hit the switch. But you didn't add any of the other weapons that can hit the switch. In vanilla BotW, you added ZL as an alternative to can_swim for the recovery hearts, but you didn't add that to the freestanding key. Also, for some reason, you added sticks/dins as a requirement for the recovery heart that iirc is in an already open coffin. And then there's the underwater pot which has added can_swim as an option, but merely swimming in the water doesn't give you the ability to break the pot. I'm assuming the intention was to add the ability to swim as a requirement onto the methods of breaking the pot that don't lower the water. (In Deku, if you come in from the boss door as adult, check if you can hookshot/longshot onto the vines and climb up as an alternative to Irons. This part in brackets b/c I haven't fully thought about all of Deku yet.) |
I was pretty sure this was already assumed logic somewhere else. Yes pots can hit crystal switches, even the ones only partially exposed.
You can. IIRC she didn't want to add it to logic nor make it a trick though. |
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Pots are used to hit switches all over the logic. But there are cases where the pot doesn't work b/c the switch is too high or the switch is too low, or the trajectory is blocked or whatever. So it needs to be confirmed if it hasn't been. I believe that hookshotting the vines being trick level was about the recovery hearts. There shouldn't be any reason not to allow using it to climb out. |
How I did it in vanilla MQ in 2003. But I'm pretty sure this specific one is already assumed in logic elsewhere already too. |
this is what was talked about, the whole conversation was that ZL was not included as a valid way to that room. So I added it in as an option for reaching the coffin room area without swimming. As for pots, I agree with flag. When I re-looked at it all there was nothing different from what was already written. For deku specifically, while hookshot can be a valid way back up I dont know if that is worth for base logic. Like I said in discord... just because something is possible doesnt mean it should be logical. I revised some of that after our discussion with that in mind. If you'd like to do a whole review that would be great :) |
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Flag, that specific switch has never had any logical relevance before in main dev. You're probably confusing it with one the other crystal switch in that room of botw, which opens the door to one of the inner rooms. There's nothing wrong with the logic in main dev in botw, or if there is, it's nothing relating to anything we're talking about here. But the logic in this PR has several issues. I will reiterate. Assuming pots hits the switch that lowers the water in mq botw, then you've correctly added zl as an option, but you can also hit the switch with any sword or any projectile. Those should also be options to get into the mq coffin room. In vanilla botw, you forgot to add zl as an option for the freestanding key. You erroneously added a stick/din's check to a recovery heart that doesn't need it. You didn't check for can_swim in the right way on the underwater pot (it should be anded to the non-zl options). I didn't review the glitched logic, but I noticed a bracket mismatch in glitched mq botw, so any glitched seeds featuring that dungeon presumably will not generate. Like you can obviously just hookshot these vines, right? Regardless I don't even think it's logically relevant, at least not without some feature that doesn't currently exist, like perhaps master sword shuffle or something. Nothing currently stops adult from savewarping and just breaking the web into the basement. |
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Rob and Kirox's Extended Save Context Adventure Move item ID to 0x130 Merge Dev Update to main dev and address reviews Add GV child entrance when getting thrown by guards Fix presets Improve debug menu Bronze scale Rob and Kirox's Extended Save Context Adventure Move item ID to 0x130 Merge Dev Update to main dev and address reviews Fix presets add advanced logic and review botw mq fixes fix vanilla botw deku tree fixes jabu fixes and ice typo Remove debug/z64 unrelated changes and add new special respawns Add third scale to starting items Rebase squash and add hyrule field respawn
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Inspired by SoH's implementation.
This draft PR requires some help for logic and testing in general. All help appreciated !
This adds a new first progressive scale in the item pool : the bronze scale. Until the player finds it, Link will automatically respawn if he goes fully in water, unless Iron Boots are put on.
The respawn will be at the last entrance, unless that entrance is underwater. All of these have been special cased to have a respawn nearby on a safe place to avoid softlocks.
Water Temple has two special cases :
The respawns don't lose any health, to make it play nice with high damage multiplier setting.
On the UI side, i added a 0 on the scale on the file select screen if the bronze scale setting is on and the player has no scale.
This would maybe also need a marker in the equipment pause screen. Not sure.
Logic has been implemented as best as i could, but that's the part where this PR needs the most help with.