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Update item_list.cpp
Changes Key rings to be in major chests instead of small key chests.
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081f82875a
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1 changed files with 10 additions and 10 deletions
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@ -221,25 +221,25 @@ void Rando::StaticData::InitItemTable() {
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itemTable[RG_FISHING_HOLE_KEY] = Item(RG_FISHING_HOLE_KEY, Text{ "Fishing Hole Key", "Clé de l'Étang", "Schlüssel für den Fischweiher" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_FISHING_HOLE_KEY, RHT_OVERWORLD_KEY, RG_FISHING_HOLE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_FISHING_HOLE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
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// Key Rings
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itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Schlüsselbund für den Waldtempel" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Schlüsselbund für den Waldtempel" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Schlüsselbund für den Feuertempel" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Schlüsselbund für den Feuertempel" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_FIRE_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Schlüsselbund für den Wassertempel" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Schlüsselbund für den Wassertempel" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_WATER_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Schlüsselbund für den Geistertempel" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Schlüsselbund für den Geistertempel" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_SPIRIT_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schlüsselbund für den Schattentempel" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schlüsselbund für den Schattentempel" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Schlüsselbund für den Grund des Brunnens" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Schlüsselbund für den Grund des Brunnens" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUND_KEY_RING, Text{ "Training Ground Key Ring", "Trousseau du Gymnase Gerudo", "Schlüsselbund für das Gerudo-Trainingsgelände" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_KEY_RING, RG_GERUDO_TRAINING_GROUND_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUND_KEY_RING, Text{ "Training Ground Key Ring", "Trousseau du Gymnase Gerudo", "Schlüsselbund für das Gerudo-Trainingsgelände" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_KEY_RING, RG_GERUDO_TRAINING_GROUND_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Schlüsselbund für die Gerudo-Festung" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Schlüsselbund für die Gerudo-Festung" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Schlüsselbund für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Schlüsselbund für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_GANONS_CASTLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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itemTable[RG_TREASURE_GAME_KEY_RING] = Item(RG_TREASURE_GAME_KEY_RING, Text{ "Chest Game Key Ring", "Trousseau du jeu la Chasse-aux-Trésors", "Schlüsselbund für das Truhenspiel" }, ITEMTYPE_SMALLKEY, 0xDE, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_KEY_RING, RG_TREASURE_GAME_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
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itemTable[RG_TREASURE_GAME_KEY_RING] = Item(RG_TREASURE_GAME_KEY_RING, Text{ "Chest Game Key Ring", "Trousseau du jeu la Chasse-aux-Trésors", "Schlüsselbund für das Truhenspiel" }, ITEMTYPE_SMALLKEY, 0xDE, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_KEY_RING, RG_TREASURE_GAME_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR,MOD_RANDOMIZER);
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itemTable[RG_TREASURE_GAME_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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// Dungeon Rewards
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itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, LOGIC_KOKIRI_EMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
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