diff --git a/soh/soh/Enhancements/randomizer/item_list.cpp b/soh/soh/Enhancements/randomizer/item_list.cpp index dd53a5662..b879d8040 100644 --- a/soh/soh/Enhancements/randomizer/item_list.cpp +++ b/soh/soh/Enhancements/randomizer/item_list.cpp @@ -57,19 +57,19 @@ void Rando::StaticData::InitItemTable() { // Skulltula Token itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE); // Progressive Items - itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true); - itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true); - itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true); - itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true); - itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true); - itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true); - itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true); - itemTable[RG_PROGRESSIVE_NUT_BAG] = Item(RG_PROGRESSIVE_NUT_BAG, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true); - itemTable[RG_PROGRESSIVE_STICK_BAG] = Item(RG_PROGRESSIVE_STICK_BAG, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true); - itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, true); - itemTable[RG_PROGRESSIVE_MAGIC] = Item(RG_PROGRESSIVE_MAGIC, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true); - itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true); - itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GORONSWORD, RHT_PROGRESSIVE_GORONSWORD, true); + itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT); + itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH); + itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG); + itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW); + itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT); + itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET); + itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE); + itemTable[RG_PROGRESSIVE_NUT_BAG] = Item(RG_PROGRESSIVE_NUT_BAG, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE); + itemTable[RG_PROGRESSIVE_STICK_BAG] = Item(RG_PROGRESSIVE_STICK_BAG, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE); + itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS); + itemTable[RG_PROGRESSIVE_MAGIC] = Item(RG_PROGRESSIVE_MAGIC, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER); + itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA); + itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GORONSWORD, RHT_PROGRESSIVE_GORONSWORD); // Bottles itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_EMPTY_BOTTLE, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); @@ -383,7 +383,7 @@ void Rando::StaticData::InitItemTable() { itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, ITEMTYPE_ITEM, GI_BRACELET, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); - itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); + itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER); itemTable[RG_BRONZE_SCALE].SetCustomDrawFunc(Randomizer_DrawBronzeScale); itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE); itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, ITEMTYPE_ITEM, GI_SCALE_GOLDEN, true, LOGIC_PROGRESSIVE_SCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);