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New Item : Bronze scale#2224

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GSKirox:bronze_scale
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New Item : Bronze scale#2224
GSKirox wants to merge 2 commits into
OoTRandomizer:Devfrom
GSKirox:bronze_scale

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@GSKirox
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@GSKirox GSKirox commented May 22, 2024

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 entrance won't make Link respawn, because putting Link up to a safe place would lead to softlocks since you can't savewarp out of a dungeon. We'll say it's magic water 😅
  • The river room has a special nearby respawn, out of mercy so that players don't get thrown back to the temple entrance.

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.

@fenhl fenhl added Type: Enhancement New feature or request Status: Help Wanted Extra attention is needed Component: Logic Non-trivial changes to the JSON logic files Component: ASM/C Changes some internals of the ASM/C libraries Status: Needs Review Someone should be looking at it Component: Setting specific to setting(s) Status: Needs Testing Probably should be tested Status: Under Consideration Developers are considering whether to accept or decline the feature described Changes Item Table Adds/removes items from the item table. Allows coordination of multiple PRs which add to the table. labels May 22, 2024
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@ktspeedruns
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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)?

@GSKirox
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GSKirox commented May 24, 2024

I'd rather not modify the game scenes directly, i feel like that should be a last resort solution.
Also this is a lot more complex hacking, while the current exception is just a single line of code.

@Pepe20129
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Hi! I'm the one that made this for Ship.
2 things:

  • There's an entrance that I missed that softlocks you (getting caught by the gerudos as child)
  • In Ship's implementation, the way it deals with water temple is that it just kicks you out if you void due to swimming without bronze scale (taking into account entrance rando), I think the same should be done here (or at least something that has the same ramifications for logic)

@shirosoluna
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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.
So perhaps this PR could also address the existing temp B issues that are unresolved in ER seeds since it would see it more often.

Comment thread ASM/c/item_upgrades.c
Comment thread ASM/c/file_icons.c Outdated
@GSKirox GSKirox force-pushed the bronze_scale branch 3 times, most recently from 6179a62 to f7a2f00 Compare December 17, 2025 10:04
@GSKirox
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GSKirox commented Dec 17, 2025

Hi! I'm the one that made this for Ship. 2 things:

* There's an entrance that I missed that softlocks you ([getting caught by the gerudos as child](https://github.com/HarbourMasters/Shipwright/pull/3965))

* In Ship's implementation, the way it deals with water temple is that it just kicks you out if you void due to swimming without bronze scale (taking into account entrance rando), I think the same should be done here (or at least something that has the same ramifications for logic)

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.
Thanks for the notice, i'll add the Valley child entrance to the list 👍

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?

@Pepe20129
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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.

@shirosoluna
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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.
The way that logic is done here is vastly different though.

@GSKirox
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GSKirox commented Dec 19, 2025

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.

And that is why you don't let me write logic lol, good point.
Even in glitchless it's different, with longshot you have access to the pots before Morpha, and if you have BK from outside (or no Boss keys) you can go to Morpha.
So yeah there's some thought to be done here if that's an interaction we want to keep.

@GSKirox GSKirox force-pushed the bronze_scale branch 2 times, most recently from 284cc11 to 85d360a Compare December 21, 2025 11:19
@flagrama
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flagrama commented Jan 7, 2026

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.

@GSKirox
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GSKirox commented Jan 8, 2026

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.
I pushed to this branch just in case she wants to use it instead of the patch i did, but i do plan to make a separate PR for debug menu v3.

@shirosoluna
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I made several updates to the branch, and also brought it up to speed with advanced logic
I'd like to test a few seeds to fully vet it, but for now it is a good starting point and it at least didnt scream errors at me to generate some test seeds.

There are some revisions that need to be reviewed for glitchless, I will try to summarize it below:

Overworld --

  • GV upper stream wonder item
    I had this as a trick, then removed it. But you can reach this with hookshot on the ladder from either the side where the gossip stone is or with longshot and iron boots from the bottom and then backflip off.
    The second wonder item is a precise jumpslash/jump but the default has always been "true"

  • ZR wonderitems in the waterfall as adult
    Did confirm you can reach all of these with jumping off the platform multiple times but seems a little unintuitive at a glance

Dungeons

  • Deku Tree
    You can do all of deku tree without needing to swim, by recoiling. I know Kirox had logic for can_swim for basement and lower basement before boss but I removed that and put can_jumpslash. I feel that the recoil is easy enough to do and it;s just awareness. If no, then it should be a trick. It's really not that bad
    I broke out the back rooms to match what realrob has, because it makes more sense with the rolling spike log and splitting out accessibility rooms with the bronze scale. I just matched glitchless logic from rob's branch.

  • GTG/ GTG MQ
    I added can_swim for climbing back out or using longshot to do the toilet room but this should be looked at because it's a little weird

  • Other miscellaneous areas where iron boots are mentioned but not being able to surface in an area without a hookshotable target were: Jabu vanilla + MQ, Forest vanilla + MQ (specifically the crossing between courtyards with longshot and no scales)

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 :)

@r0bd0g
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r0bd0g commented Feb 11, 2026

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.)

@flagrama
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flagrama commented Feb 11, 2026

assuming that you confirmed that a pot can be used to hit the switch.

I was pretty sure this was already assumed logic somewhere else. Yes pots can hit crystal switches, even the ones only partially exposed.

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.

You can. IIRC she didn't want to add it to logic nor make it a trick though.

@r0bd0g
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r0bd0g commented Feb 11, 2026

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.

@flagrama
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So it needs to be confirmed if it hasn't been.

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.

@shirosoluna
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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.)

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.
If you dont think the logic in current dev is correct then that is another issue to correct. Swimming isnt related to throwing pots.

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 :)

@r0bd0g
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r0bd0g commented Feb 12, 2026

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.

@fenhl fenhl removed the Status: Under Consideration Developers are considering whether to accept or decline the feature described label Feb 18, 2026
@GSKirox GSKirox force-pushed the bronze_scale branch 4 times, most recently from 952efd5 to e8a0892 Compare March 2, 2026 17:36
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
@GSKirox GSKirox force-pushed the bronze_scale branch 2 times, most recently from eba1c7d to b402e34 Compare March 7, 2026 22:04
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Changes Item Table Adds/removes items from the item table. Allows coordination of multiple PRs which add to the table. Component: ASM/C Changes some internals of the ASM/C libraries Component: Logic Non-trivial changes to the JSON logic files Component: Setting specific to setting(s) Status: Help Wanted Extra attention is needed Status: Needs Review Someone should be looking at it Status: Needs Testing Probably should be tested Type: Enhancement New feature or request

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