German translation cleanup (#5471)

* German translation cleanup

- German ice trap names and code for it to show up. Changed the order of translations to english/french/german to make it consistent with item_list.cpp.
- German shops as those are now complete.
- German translation for ingame fileselect rando menu.
- Added function to mark an item as plural. This is necessary to have proper grammar in most german sentences. If an item has a € at the end of it and the sentence it get's inserted into has |singular|plural| forms defined, the singular part get's removed.
- Added the plural markers & |singular|plural| parts to the entire german script where it was necessary.
- Fixed grammar, typos, inconsistencies and now everything uses official Zelda-game names.
- Fixed vanilla/master quest map text

* ice trap fix

accidentally commented out french twice instead of spanish. fixed.

* German Randomizer

Some fix for Schicksal

* Fix number 2

Fix number 2 for Schicksal

* Update soh/soh/Enhancements/custom-message/CustomMessageManager.cpp

Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>

* clang format

---------

Co-authored-by: amafresh <arminamayeh@gmail.com>
Co-authored-by: Philip Dubé <serprex@users.noreply.github.com>
This commit is contained in:
Schicksal88 2025-06-19 23:53:50 +02:00 committed by GitHub
commit 517b52176c
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GPG key ID: B5690EEEBB952194
14 changed files with 2518 additions and 2188 deletions

View file

@ -11,7 +11,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Start Randomizer",
// German
"Start Randomizer",
"Randomizer starten",
// French
"Commencer le Randomizer",
},
@ -19,7 +19,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Generate New Randomizer Seed",
// German
"Generate New Randomizer Seed",
"Neuen Randomizer Seed generieren",
// French
"Générer une nouvelle seed pour le Randomizer",
},
@ -27,7 +27,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Open Randomizer Settings",
// German
"Open Randomizer Settings",
"Randomizer Optionen öffnen",
// French
"Ouvrir les paramètres du Randomizer",
},
@ -35,7 +35,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Generating...",
// German
"Generating...",
"Generiere...",
// French
"Génération en cours...",
},
@ -47,11 +47,11 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
",\nor drop a spoiler log on the game window.",
#endif
// German
"No randomizer seed loaded.\nPlease generate one first"
"Kein Randomizer Seed gefunden.\nBitte generiere zuerst einen"
#if defined(__WIIU__) || defined(__SWITCH__)
".",
#else
",\nor drop a spoiler log on the game window.",
",\noder ziehe ein Spoiler Log\nauf das Spielfenster.",
#endif
// French
"Aucune Seed de Randomizer actuellement disponible.\nGénérez-en une dans les \"Randomizer Settings\""

View file

@ -623,6 +623,29 @@ void CustomMessage::InsertNumber(uint8_t num) {
Replace("[[d]]", std::to_string(num));
}
void CustomMessage::SetSingularPlural() {
for (std::string& str : messages) {
size_t firstBar = str.find('|');
if (firstBar != std::string::npos) {
size_t euroSign = str.find("");
size_t secondBar = str.find('|', firstBar + 1);
if (secondBar != std::string::npos) {
size_t thirdBar = str.find('|', secondBar + 1);
if (thirdBar != std::string::npos) {
if (euroSign == std::string::npos) {
str.erase(secondBar, thirdBar - secondBar);
} else {
str.erase(firstBar, secondBar - firstBar);
}
}
}
}
}
// remove the remaining bar
this->Replace("|", "");
this->Replace("", "");
}
void CustomMessage::Capitalize() {
for (std::string str : messages) {
(str)[0] = std::toupper((str)[0]);

View file

@ -153,6 +153,13 @@ class CustomMessage {
*/
void InsertNumber(uint8_t num);
/**
* @brief A sign at the end of an item name signals that it is plural.
* If a hint text has |singular|plural| forms specified, the unused one get's deleted.
* If no sign is present, the singular form is used.
*/
void SetSingularPlural();
/**
* @brief Replaces various symbols with the control codes necessary to
* display them in OoT's textboxes. i.e. special characters, colors, newlines,

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -79,6 +79,9 @@ static void WriteLocation(std::string sphere, const RandomizerCheck locationKey,
default:
jsonData["playthrough"][sphere][location->GetName()] = itemLocation->GetPlacedItemName().GetEnglish();
break;
case LANGUAGE_GER:
jsonData["playthrough"][sphere][location->GetName()] = itemLocation->GetPlacedItemName().GetGerman();
break;
case LANGUAGE_FRA:
jsonData["playthrough"][sphere][location->GetName()] = itemLocation->GetPlacedItemName().GetFrench();
break;
@ -128,6 +131,7 @@ static void WriteShuffledEntrance(std::string sphereString, Entrance* entrance)
switch (gSaveContext.language) {
case LANGUAGE_ENG:
case LANGUAGE_GER:
case LANGUAGE_FRA:
default:
jsonData["entrancesMap"][sphereString][name] = text;
@ -269,6 +273,9 @@ static void WriteAllLocations() {
default:
placedItemName = location->GetPlacedItemName().GetEnglish();
break;
case 1:
placedItemName = location->GetPlacedItemName().GetGerman();
break;
case 2:
placedItemName = location->GetPlacedItemName().GetFrench();
break;
@ -307,6 +314,15 @@ static void WriteAllLocations() {
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetEnglish();
break;
case 1:
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["model"] = Rando::StaticData::RetrieveItem(
ctx->overrides[location->GetRandomizerCheck()].LooksLike())
.GetName()
.GetGerman();
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetGerman();
break;
case 2:
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["model"] = Rando::StaticData::RetrieveItem(

View file

@ -9,18 +9,16 @@
class Text {
public:
Text() = default;
Text(std::string english_, std::string french_, std::string spanish_)
: english(std::move(english_)), french(std::move(french_)), spanish(std::move(spanish_)),
german(std::move("")) {
// german defaults to english text until a translation is provided.
german = english;
Text(std::string english_, std::string french_, std::string german_)
: english(std::move(english_)), french(std::move(french_)), german(std::move(german_)), spanish(std::move("")) {
// spanish defaults to english text until a translation is provided.
spanish = english;
}
Text(std::string english_, std::string french_, std::string spanish_, std::string german_)
: english(std::move(english_)), french(std::move(french_)), spanish(std::move(spanish_)),
german(std::move(german_)) {
Text(std::string english_, std::string french_, std::string german_, std::string spanish_)
: english(std::move(english_)), french(std::move(french_)), german(std::move(german_)), spanish(std::move("")) {
}
Text(std::string english_)
: english(std::move(english_)), french(std::move("")), spanish(std::move("")), german(std::move("")) {
: english(std::move(english_)), french(std::move("")), german(std::move("")), spanish(std::move("")) {
// default unprovided languages to english text
french = spanish = german = english;
}
@ -36,19 +34,18 @@ class Text {
return english;
}
const std::string& GetSpanish() const {
if (spanish.length() > 0) {
return spanish;
}
return english;
}
const std::string& GetGerman() const {
if (german.length() > 0) {
return german;
}
return english;
}
const std::string& GetSpanish() const {
if (spanish.length() > 0) {
return spanish;
}
return english;
}
const std::string& GetForLanguage(uint8_t language) const {
switch (language) {
@ -64,12 +61,21 @@ class Text {
}
Text operator+(const Text& right) const {
return Text{ english + right.GetEnglish(), french + right.GetFrench(), spanish + right.GetSpanish(),
german + right.GetGerman() };
return Text{
english + right.GetEnglish(),
french + right.GetFrench(),
german + right.GetGerman(),
spanish + right.GetSpanish(),
};
}
Text operator+(const std::string& right) const {
return Text{ english + right, french + right, spanish + right, german + right };
return Text{
english + right,
french + right,
german + right,
spanish + right,
};
}
bool operator==(const Text& right) const {
@ -77,7 +83,7 @@ class Text {
}
bool operator==(const std::string& right) const {
return english == right || french == right || spanish == right || german == right;
return english == right || french == right || german == right || spanish == right;
}
bool operator!=(const Text& right) const {
@ -86,7 +92,7 @@ class Text {
void Replace(std::string oldStr, std::string newStr) {
for (std::string* str : { &english, &french, &spanish, &german }) {
for (std::string* str : { &english, &french, &german, &spanish }) {
size_t position = str->find(oldStr);
while (position != std::string::npos) {
str->replace(position, oldStr.length(), newStr);
@ -106,22 +112,22 @@ class Text {
french.replace(position, oldStr.length(), newText.GetFrench());
position = french.find(oldStr);
}
position = spanish.find(oldStr);
while (position != std::string::npos) {
spanish.replace(position, oldStr.length(), newText.GetSpanish());
position = spanish.find(oldStr);
}
position = german.find(oldStr);
while (position != std::string::npos) {
german.replace(position, oldStr.length(), newText.GetGerman());
position = german.find(oldStr);
}
position = spanish.find(oldStr);
while (position != std::string::npos) {
spanish.replace(position, oldStr.length(), newText.GetSpanish());
position = spanish.find(oldStr);
}
}
// Convert first char to upper case
Text Capitalize(void) const {
Text cap = *this + "";
for (std::string* str : { &cap.english, &cap.french, &cap.spanish, &cap.german }) {
for (std::string* str : { &cap.english, &cap.french, &cap.german, &cap.spanish }) {
(*str)[0] = std::toupper((*str)[0]);
}
return cap;
@ -129,7 +135,7 @@ class Text {
// find the appropriate bars that separate singular from plural
void SetForm(int form) {
for (std::string* str : { &english, &french, &spanish, &german }) {
for (std::string* str : { &english, &french, &german, &spanish }) {
size_t firstBar = str->find('|');
if (firstBar != std::string::npos) {
@ -155,6 +161,6 @@ class Text {
std::string english = "";
std::string french = "";
std::string spanish = "";
std::string german = "";
std::string spanish = "";
};

View file

@ -358,6 +358,7 @@ const CustomMessage Hint::GetHintMessage(MessageFormat format, size_t id) const
}
hintText.InsertNames(toInsert);
hintText.SetSingularPlural();
if (num != 0) {
hintText.InsertNumber(num);

View file

@ -23,9 +23,9 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegelschild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Rüstung" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Rüstung" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, LOGIC_IRON_BOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, LOGIC_HOVER_BOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, LOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
@ -35,9 +35,9 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, LOGIC_DINS_FIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, LOGIC_FARORES_WIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, LOGIC_NAYRUS_LOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeil" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuer-Pfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eis-Pfeile" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Licht-Pfeile" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo-Pass" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
@ -51,40 +51,40 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Schimmelpilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, LOGIC_ODD_MUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Modertrank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, LOGIC_ODD_POULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Säge" }, ITEMTYPE_ITEM, GI_SAW, true, LOGIC_POACHERS_SAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Zerbrochenes Goronen-Schwert" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "zerbr. Goronen-Schwert" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Rezept" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, LOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Glotzfrosch" }, ITEMTYPE_ITEM, GI_FROG, true, LOGIC_EYEBALL_FROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Augentropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, LOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Zertifikat" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, LOGIC_CLAIM_CHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
// Skulltula Token
itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, 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);
itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Skulltula-Symbol" }, 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, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true);
itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true);
itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true);
itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true);
itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true);
itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Geldbörse" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true);
itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Schuppe" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true);
itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nuß-Kapazität" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true);
itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stab-Kapazität" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true);
itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Krabbelminen" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, true);
itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true);
itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true);
itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronen-Schwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true);
itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Fanghaken (prog.)" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true);
itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Stärke (prog.)" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true);
itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Bombentasche (prog.)" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true);
itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Bogen (prog.)" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true);
itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Schleuder (prog.)" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true);
itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Geldbörse (prog.)" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true);
itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Zora-Schuppe (prog.)" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true);
itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Nuß-Kapazität (prog.)" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true);
itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Stab-Kapazität (prog.)" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true);
itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Krabbelminen (prog.)" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, true);
itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Magische Kraft (prog.)" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true);
itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Okarina (prog.)" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true);
itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Goronen-Schwert (prog.)" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true);
// Bottles
itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, 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, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, 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);
itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION, RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION, RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER, GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche (Milch)" }, 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);
itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche (Rotes Elixier)" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche (Grünes Elixier)" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION, RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche (Blaues Elixier)" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION, RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche (Fee)" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche (Fisch)" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche (Blaues Feuer)" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche (Käfer)" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche (Irrlicht)" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche (Rutos Brief)" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER, GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche (Nachtschwärmer)" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
// Songs
itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, LOGIC_ZELDAS_LULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, LOGIC_EPONAS_SONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
@ -99,147 +99,147 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem der Geister" }, ITEMTYPE_SONG, 0xBE, true, LOGIC_REQUIEM_OF_SPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Kantate des Lichts" }, ITEMTYPE_SONG, 0xC0, true, LOGIC_PRELUDE_OF_LIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
// Maps and Compasses
itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte (Deku-Baum)" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte (Dodongos Höhle)" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte (Jabu-Jabus Bauch)" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Karte des Waldtempels" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Karte (Waldtempel)" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Karte des Feuertempels" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Karte (Feuertempel)" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Karte des Wassertempels" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Karte (Wassertempel)" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Karte des Geistertempels" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Karte (Geistertempel)" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte (Schattentempel)" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Karte des Grund des Brunnens" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Karte (Grund des Brunnens)" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Karte der Eishöhle" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Karte (Eishöhle)" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompaß des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompaß (Deku-Baum)" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompaß der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompaß (Dodongos Höhle)" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompaß des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompaß (Jabu-Jabus Bauch)" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Kompaß des Waldtempels" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Kompaß (Waldtempel)" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Kompaß des Feuertempels" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Kompaß (Feuertempel)" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Kompaß des Wassertempels" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Kompaß (Wassertempel)" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Kompaß des Geistertempels" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Kompaß (Geistertempel)" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompaß des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompaß (Schattentempel)" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Kompaß des Grund des Brunnens" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Kompaß (Grund des Brunnens)" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Kompaß der Eishöhle" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Kompaß (Eishöhle)" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
// Boss Keys
itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Master-Schlüssel des Waldtempels" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Master-Schlüssel (Waldtempel)" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Master-Schlüssel des Feuertempels" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Master-Schlüssel (Feuertempel)" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Master-Schlüssel des Wassertempels" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Master-Schlüssel (Wassertempel)" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Master-Schlüssel des Geistertempels" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Master-Schlüssel (Geistertempel)" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Master-Schlüssel des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Master-Schlüssel (Schattentempel)" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Master-Schlüssel von Ganons Schloß" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Master-Schlüssel (Ganons Schloß)" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Kleiner Schlüssel für den Waldtempel" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Kleiner Schlüssel (Waldtempel)" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Kleiner Schlüssel für den Feuertempel" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Kleiner Schlüssel (Feuertempel)" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Kleiner Schlüssel für den Wassertempel" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Kleiner Schlüssel (Wassertempel)" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Kleiner Schlüssel für den Geistertempel" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Kleiner Schlüssel (Geistertempel)" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Kleiner Schlüssel für den Schattentempel" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Kleiner Schlüssel (Schattentempel)" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Kleiner Schlüssel für den Grund des Brunnens" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Kleiner Schlüssel (Grund des Brunnens)" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GERUDO_TRAINING_GROUND_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, Text{ "Training Ground Small Key", "Petite Clé du Gymnase Gerudo", "Kleiner Schlüssel für das Gerudo-Trainingsgelände" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_SMALL_KEY, RG_GERUDO_TRAINING_GROUND_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_TRAINING_GROUND_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, Text{ "Training Ground Small Key", "Petite Clé du Gymnase Gerudo", "Kleiner Schlüssel (Gerudo-Trainingsarena)" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_SMALL_KEY, RG_GERUDO_TRAINING_GROUND_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_TRAINING_GROUND_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Kleiner Schlüssel für die Gerudo-Festung" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Kleiner Schlüssel (Diebesversteck)" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_FORTRESS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Kleiner Schlüssel für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Kleiner Schlüssel (Ganons Schloß)" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Kleiner Schlüssel für das Truhenspiel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE);
itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Kleiner Schlüssel (Truhenlotterie)" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE);
itemTable[RG_TREASURE_GAME_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GUARD_HOUSE_KEY] = Item(RG_GUARD_HOUSE_KEY, Text{ "Guard House Key", "Clé de la Maison des Gardes", "Schlüssel für das Haus der Wachen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GUARD_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_GUARD_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GUARD_HOUSE_KEY] = Item(RG_GUARD_HOUSE_KEY, Text{ "Guard House Key", "Clé de la Maison des Gardes", "Schlüssel (Wachhaus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GUARD_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_GUARD_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GUARD_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_BAZAAR_KEY] = Item(RG_MARKET_BAZAAR_KEY, Text{ "Market Bazaar Key", "Clé du Bazar de la Place du Marché", "Schlüssel für den Basar des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_MARKET_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_BAZAAR_KEY] = Item(RG_MARKET_BAZAAR_KEY, Text{ "Market Bazaar Key", "Clé du Bazar de la Place du Marché", "Schlüssel (Basar des Marktes)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_MARKET_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_POTION_SHOP_KEY] = Item(RG_MARKET_POTION_SHOP_KEY, Text{ "Market Potion Shop Key", "Clé du Magasin de Potions de la Place du Marché", "Schlüssel für den Magie-Laden des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MARKET_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_POTION_SHOP_KEY] = Item(RG_MARKET_POTION_SHOP_KEY, Text{ "Market Potion Shop Key", "Clé du Magasin de Potions de la Place du Marché", "Schlüssel (Magie-Laden des Marktes)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MARKET_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MASK_SHOP_KEY] = Item(RG_MASK_SHOP_KEY, Text{ "Mask Shop Key", "Clé de la Foire aux Masques", "Schlüssel für den Maskenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MASK_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MASK_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MASK_SHOP_KEY] = Item(RG_MASK_SHOP_KEY, Text{ "Mask Shop Key", "Clé de la Foire aux Masques", "Schlüssel (Maskenladen)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MASK_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MASK_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MASK_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY] = Item(RG_MARKET_SHOOTING_GALLERY_KEY, Text{ "Market Shooting Gallery Key", "Clé du Stand de Tir de la Place du Marché", "Schlüssel für die Schießbude des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_MARKET_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY] = Item(RG_MARKET_SHOOTING_GALLERY_KEY, Text{ "Market Shooting Gallery Key", "Clé du Stand de Tir de la Place du Marché", "Schlüssel (Schießbude des Marktes)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_MARKET_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOMBCHU_BOWLING_KEY] = Item(RG_BOMBCHU_BOWLING_KEY, Text{ "Bombchu Bowling Alley Key", "Clé du Bowling Teigneux", "Schlüssel für die Minenbowlingbahn" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_BOWLING_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_BOWLING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_BOWLING_KEY] = Item(RG_BOMBCHU_BOWLING_KEY, Text{ "Bombchu Bowling Alley Key", "Clé du Bowling Teigneux", "Schlüssel (Minenbowlingbahn)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_BOWLING_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_BOWLING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_BOWLING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY] = Item(RG_TREASURE_CHEST_GAME_BUILDING_KEY, Text{ "Treasure Chest Game Building Key", "Clé de la Chasse au Trésor", "Schlüssel für das Haus des Schatzkisten-Pokers" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,RHT_OVERWORLD_KEY, RG_TREASURE_CHEST_GAME_BUILDING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY] = Item(RG_TREASURE_CHEST_GAME_BUILDING_KEY, Text{ "Treasure Chest Game Building Key", "Clé de la Chasse au Trésor", "Schlüssel (Haus der Truhenlotterie)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,RHT_OVERWORLD_KEY, RG_TREASURE_CHEST_GAME_BUILDING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOMBCHU_SHOP_KEY] = Item(RG_BOMBCHU_SHOP_KEY, Text{ "Bombchu Shop Key", "Clé du Magasin de Missiles", "Schlüssel für den Krabbelminenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_SHOP_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_SHOP_KEY] = Item(RG_BOMBCHU_SHOP_KEY, Text{ "Bombchu Shop Key", "Clé du Magasin de Missiles", "Schlüssel (Krabbelminenladen)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_SHOP_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_RICHARDS_HOUSE_KEY] = Item(RG_RICHARDS_HOUSE_KEY, Text{ "Richard's House Key", "Clé de la Maison de Kiki", "Schlüssel für das Haus von Richard" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_RICHARDS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_RICHARDS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_RICHARDS_HOUSE_KEY] = Item(RG_RICHARDS_HOUSE_KEY, Text{ "Richard's House Key", "Clé de la Maison de Kiki", "Schlüssel (Richards Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_RICHARDS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_RICHARDS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_RICHARDS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_ALLEY_HOUSE_KEY] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "Clé de la Maison de la Ruelle", "Schlüssel für das Gassenhaus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_ALLEY_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_ALLEY_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_ALLEY_HOUSE_KEY] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "Clé de la Maison de la Ruelle", "Schlüssel (Haus in der Gasse)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_ALLEY_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_ALLEY_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_ALLEY_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_BAZAAR_KEY] = Item(RG_KAK_BAZAAR_KEY, Text{ "Kakariko Bazaar Key", "Clé du Bazar de Cocorico", "Schlüssel für den Basar von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_KAK_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_BAZAAR_KEY] = Item(RG_KAK_BAZAAR_KEY, Text{ "Kakariko Bazaar Key", "Clé du Bazar de Cocorico", "Schlüssel (Basar von Kakariko)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_KAK_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_POTION_SHOP_KEY] = Item(RG_KAK_POTION_SHOP_KEY, Text{ "Kakariko Potion Shop Key", "Clé du Magasin de Potions de Cocorico", "Schlüssel für den Magie-Laden von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_KAK_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_POTION_SHOP_KEY] = Item(RG_KAK_POTION_SHOP_KEY, Text{ "Kakariko Potion Shop Key", "Clé du Magasin de Potions de Cocorico", "Schlüssel (Magie-Laden von Kakariko)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_KAK_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOSS_HOUSE_KEY] = Item(RG_BOSS_HOUSE_KEY, Text{ "Boss's House Key", "Clé de la Maison du Chef des Ouvriers", "Schlüssel für das Haus des Chefs" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOSS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_BOSS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOSS_HOUSE_KEY] = Item(RG_BOSS_HOUSE_KEY, Text{ "Boss's House Key", "Clé de la Maison du Chef des Ouvriers", "Schlüssel (Haus des Chefs)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOSS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_BOSS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOSS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_GRANNYS_POTION_SHOP_KEY] = Item(RG_GRANNYS_POTION_SHOP_KEY, Text{ "Granny's Potion Shop Key", "Clé de l'Apothicaire", "Schlüssel für Asas Hexenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GRANNYS_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_GRANNYS_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GRANNYS_POTION_SHOP_KEY] = Item(RG_GRANNYS_POTION_SHOP_KEY, Text{ "Granny's Potion Shop Key", "Clé de l'Apothicaire", "Schlüssel (Asas Hexenladen)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GRANNYS_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_GRANNYS_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GRANNYS_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_SKULLTULA_HOUSE_KEY] = Item(RG_SKULLTULA_HOUSE_KEY, Text{ "Skulltula House Key", "Clé de la Maison des Araignées", "Schlüssel für das Skulltula-Haus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_SKULLTULA_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_SKULLTULA_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SKULLTULA_HOUSE_KEY] = Item(RG_SKULLTULA_HOUSE_KEY, Text{ "Skulltula House Key", "Clé de la Maison des Araignées", "Schlüssel (Skulltula-Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_SKULLTULA_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_SKULLTULA_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SKULLTULA_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_IMPAS_HOUSE_KEY] = Item(RG_IMPAS_HOUSE_KEY, Text{ "Impa's House Key", "Clé de la Maison d'Impa", "Schlüssel für das Haus von Impa" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_IMPAS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_IMPAS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_IMPAS_HOUSE_KEY] = Item(RG_IMPAS_HOUSE_KEY, Text{ "Impa's House Key", "Clé de la Maison d'Impa", "Schlüssel (Impas Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_IMPAS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_IMPAS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_IMPAS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_WINDMILL_KEY] = Item(RG_WINDMILL_KEY, Text{ "Windmill Key", "Clé du Moulin", "Schlüssel für die Windmühle" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_WINDMILL_KEY, RHT_OVERWORLD_KEY, RG_WINDMILL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WINDMILL_KEY] = Item(RG_WINDMILL_KEY, Text{ "Windmill Key", "Clé du Moulin", "Schlüssel (Windmühle)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_WINDMILL_KEY, RHT_OVERWORLD_KEY, RG_WINDMILL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WINDMILL_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY] = Item(RG_KAK_SHOOTING_GALLERY_KEY, Text{ "Kakariko Shooting Gallery Key", "Clé du Stand de Tir de Cocorico", "Schlüssel für die Schießbude von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_KAK_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY] = Item(RG_KAK_SHOOTING_GALLERY_KEY, Text{ "Kakariko Shooting Gallery Key", "Clé du Stand de Tir de Cocorico", "Schlüssel (Schießbude von Kakariko)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_KAK_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_DAMPES_HUT_KEY] = Item(RG_DAMPES_HUT_KEY, Text{ "Dampe's Hut Key", "Clé de la Cabane d'Igor", "Schlüssel für die Hütte von Boris" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_DAMPES_HUT_KEY, RHT_OVERWORLD_KEY, RG_DAMPES_HUT_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_DAMPES_HUT_KEY] = Item(RG_DAMPES_HUT_KEY, Text{ "Dampe's Hut Key", "Clé de la Cabane d'Igor", "Schlüssel (Hütte des Totengräbers)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_DAMPES_HUT_KEY, RHT_OVERWORLD_KEY, RG_DAMPES_HUT_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_DAMPES_HUT_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_TALONS_HOUSE_KEY] = Item(RG_TALONS_HOUSE_KEY, Text{ "Talon's House Key", "Clé de la Maison de Talon", "Schlüssel für das Haus von Talon" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TALONS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_TALONS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TALONS_HOUSE_KEY] = Item(RG_TALONS_HOUSE_KEY, Text{ "Talon's House Key", "Clé de la Maison de Talon", "Schlüssel (Talons Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TALONS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_TALONS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TALONS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_STABLES_KEY] = Item(RG_STABLES_KEY, Text{ "Stables Key", "Clé des Écuries", "Schlüssel für die Ställe" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_STABLES_KEY, RHT_OVERWORLD_KEY, RG_STABLES_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_STABLES_KEY] = Item(RG_STABLES_KEY, Text{ "Stables Key", "Clé des Écuries", "Schlüssel (Ställe)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_STABLES_KEY, RHT_OVERWORLD_KEY, RG_STABLES_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_STABLES_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BACK_TOWER_KEY] = Item(RG_BACK_TOWER_KEY, Text{ "Back Tower Key", "Clé du Silo", "Schlüssel für den hinteren Turm" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BACK_TOWER_KEY, RHT_OVERWORLD_KEY, RG_BACK_TOWER_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BACK_TOWER_KEY] = Item(RG_BACK_TOWER_KEY, Text{ "Back Tower Key", "Clé du Silo", "Schlüssel (Lon Lon-Turm)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BACK_TOWER_KEY, RHT_OVERWORLD_KEY, RG_BACK_TOWER_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BACK_TOWER_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_HYLIA_LAB_KEY] = Item(RG_HYLIA_LAB_KEY, Text{ "Hylia Laboratory Key", "Clé du Laboratoire du Lac Hylia", "Schlüssel für das Hylia-Labor" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_HYLIA_LAB_KEY, RHT_OVERWORLD_KEY, RG_HYLIA_LAB_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_HYLIA_LAB_KEY] = Item(RG_HYLIA_LAB_KEY, Text{ "Hylia Laboratory Key", "Clé du Laboratoire du Lac Hylia", "Schlüssel (Hylia-Labor)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_HYLIA_LAB_KEY, RHT_OVERWORLD_KEY, RG_HYLIA_LAB_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_HYLIA_LAB_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
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);
itemTable[RG_FISHING_HOLE_KEY] = Item(RG_FISHING_HOLE_KEY, Text{ "Fishing Hole Key", "Clé de l'Étang", "Schlüssel (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);
itemTable[RG_FISHING_HOLE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
// Key Rings
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);
itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Schlüsselbund (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);
itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Schlüsselbund (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);
itemTable[RG_FIRE_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Schlüsselbund (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);
itemTable[RG_WATER_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Schlüsselbund (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);
itemTable[RG_SPIRIT_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schlüsselbund (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);
itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
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 (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);
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUND_KEY_RING, Text{ "Training Ground Key Ring", "Trousseau du Gymnase Gerudo", "Schlüsselbund (Gerudo-Trainingsarena)" }, 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);
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Schlüsselbund (Diebesversteck)" }, 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);
itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Schlüsselbund (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);
itemTable[RG_GANONS_CASTLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
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);
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 (Truhenlotterie)" }, 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);
itemTable[RG_TREASURE_GAME_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
// Dungeon Rewards
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);
@ -254,15 +254,15 @@ void Rando::StaticData::InitItemTable() {
// Generic Items
itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüner Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, LOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg der grüne Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, LOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blauer Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, LOGIC_NONE, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Roter Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, LOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Violetter Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, LOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesiger Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Goldener Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzteil" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herzcontainer" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2, true, LOGIC_HEART_CONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, LOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Lon Lon-Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Fisch" }, ITEMTYPE_ITEM, GI_FISH, false, LOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
// Refills
itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, LOGIC_NONE, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
@ -277,21 +277,21 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, LOGIC_NONE, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, LOGIC_NONE, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, LOGIC_NONE, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, LOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Kerne (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, LOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stab (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, LOGIC_NONE, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Nachfüllpackung des roten Elixiers" }, ITEMTYPE_REFILL, GI_POTION_RED, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Nachfüllpackung des grünen Elixiers" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Nachfüllpackung des blauen Elixiers" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier" }, ITEMTYPE_REFILL, GI_POTION_RED, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
// Treasure Game
itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhenminispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüner Rubin (Schatztruhenminispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE, false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzteil (Truhenlotterie)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüner Rubin (Truhenlotterie)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE, false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
// Shop
itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuß kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15);
itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nüsse kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15);
itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60);
itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90);
itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25);
itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuß kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stab kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, LOGIC_BUY_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10);
itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nüsse kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stab kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, LOGIC_BUY_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10);
itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, LOGIC_BUY_BOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, LOGIC_FISH_ACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200);
itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
@ -299,17 +299,17 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_BLUE_POTION, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100);
itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylia-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80);
itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40);
itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200);
itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300);
itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Rüstung kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200);
itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Rüstung kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300);
itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10);
itemTable[RG_BUY_BOMBCHUS_10] = Item(RG_BUY_BOMBCHUS_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Krabbelminen kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHUS_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99);
itemTable[RG_BUY_BOMBCHUS_20] = Item(RG_BUY_BOMBCHUS_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Krabbelminen kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHUS_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180);
itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Kerne kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, LOGIC_NONE, RHT_NONE, false, 0);
itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, LOGIC_BLUE_FIRE_ACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300);
itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, LOGIC_FAIRY_ACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Käfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Irrlicht kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Fee kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, LOGIC_FAIRY_ACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, LOGIC_BUY_ARROW, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20);
itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80);
itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120);
@ -338,15 +338,15 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Angelrute" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI);
itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Taste A der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_A_BUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "A-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_A_BUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_A_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Taste C-Oben der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_UP_BUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "C-Oben-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_UP_BUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_UP_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Taste C-Unten der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_DOWN_BUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "C-Unten-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_DOWN_BUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_DOWN_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Taste C-Links der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_LEFT_BUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "C-Links-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_LEFT_BUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_LEFT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Taste C-Rechts der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "C-Rechts-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "Écaille de Bronze", "Bronzene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
@ -357,11 +357,11 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "Carquois Infini", "Unendlicher Köcher" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, LOGIC_PROGRESSIVE_BOW, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "Sac de Bombes Infini", "Unendliche Bombentasche" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "Sac de Graines Infinis", "Unendliche Samentasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "Bâtons Mojo Infinis", "Unendliche Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "Noix Mojo Infinies", "Unendliche Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "Magie Infinie", "Unendliches Magisches Maß" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "Missiles Teigneux Infinis", "Unendliche Krabbelminen" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "Sac de Graines Infinis", "Unendliche Munitionstasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "Bâtons Mojo Infinis", "Unendliche Deku-Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "Noix Mojo Infinies", "Unendliche Deku-Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "Magie Infinie", "Unendliche Magische Kraft" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "Missiles Teigneux Infinis", "Unendliche Krabbelminentasche" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF].SetCustomDrawFunc(Randomizer_DrawBombchuBag);
itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "Bourse Infinie", "Unendliche Geldbörse" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, LOGIC_PROGRESSIVE_WALLET, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
@ -381,29 +381,29 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, LOGIC_PROGRESSIVE_OCARINA, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Riesen-Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, LOGIC_PROGRESSIVE_BOW, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, LOGIC_PROGRESSIVE_BOW, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, LOGIC_PROGRESSIVE_BOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Riesenköcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, LOGIC_PROGRESSIVE_BOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Große Deku-Samentasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samentasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Große Munitionstasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Riesen-Munitionstasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, 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, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberhandschuhe" }, 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, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldhandschuhe" }, 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_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Krafthandschuhe" }, 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, Text{ "Golden Gauntlets", "Gantelets d'or", "Titanhandschuhe" }, 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_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Schuppe" }, 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, Text{ "Golden Scale", "Écaille d'or", "Goldene Schuppe" }, 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);
itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsenengeldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Große Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesengeldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Goldene Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Petite Bourse", "Kindergeldbörse" }, ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku-Nuß-Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku-Nuß-Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku-Stab-Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku-Stab-Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbessertes Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce-Fragment" }, ITEMTYPE_ITEM, 0xDF, true, LOGIC_TRIFORCE_PIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magische Kraft" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verb. Magische Kraft" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce-Splitter" }, ITEMTYPE_ITEM, 0xDF, true, LOGIC_TRIFORCE_PIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
// clang-format on
@ -416,6 +416,7 @@ void Rando::StaticData::InitItemTable() {
}
itemNameToEnum[item.GetName().english] = item.GetRandomizerGet();
itemNameToEnum[item.GetName().french] = item.GetRandomizerGet();
itemNameToEnum[item.GetName().german] = item.GetRandomizerGet();
}
}

View file

@ -256,18 +256,128 @@ static const char* englishRupeeNames[188] = {
"Zorkmids",
};
static const char* germanRupeeNames[79] = {
"Baht", "Bananen", "Bitcoin", "Bonbons", "Bratwürste", "Brause UFOs", "Brötchen", "Cent",
"Diamanten", "Dinar", "Diridari", "Dollar", "Draken", "ECU", "Elexit", "Erz",
"Erzbrocken", "Euro", "EXP", "Forint", "Franken", "Freunde", "Gil", "Gold",
"Groschen", "Gulden", "Gummibären", "Heller", "Juwelen", "Karolin", "Kartoffeln", "Kies",
"Knete", "Knochen", "Kohle", "Kraniche", "Kreuzer", "Kronen", "Kronkorken", "Kröten",
"Lira", "Mark", "Mäuse", "Monde", "Moorhühner", "Moos", "Münzen", "Naira",
"Penunze", "Pesa", "Pfandflaschen", "Pfennig", "Pfund", "Pilze", "Plastiks", "Pokédollar",
"Radieschen", "Rand", "Rappen", "Real", "Rial", "Riyal", "Rubine", "Rupien",
"Saphire", "Schilling", "Seelen", "Septime", "Smaragde", "Steine", "Sterne", "Sternis",
"Tael", "Taler", "Wagenchips", "Won", "Yen", "Yuan", "Zenny",
};
static const char* germanRupeeNames[114] = { "Baht",
"Baklava",
"Bananen",
"Bitcoin",
"Bonbons",
"Bonschen",
"Brause UFOs",
"Bucks",
"Burek",
"Cent",
"Chickenwing",
"Diamanten",
"Dinar",
"Diridari",
"Dogecoin",
"Dollar",
"Draken",
"ECU",
"Eis",
"Elexit",
"Erz",
"Erzbrocken",
"Ethereum",
"Euro",
"EXP",
"Fartcoin",
"Forint",
"Franken",
"Freunde",
"Geister",
"Gil",
"Gold",
"Groschen",
"Gulden",
"Haribo",
"Heller",
"Juwelen",
"Kapseln",
"Karolin",
"Kartoffeln",
"Keks",
"Kies",
"Knete",
"Knochen",
"Knuspertaler",
"Kohle",
"Kraniche",
"Kreuzer",
"Kronen",
"Kronkorken",
"Lauchcoins",
"Lira",
"Mana",
"Mark",
"Monde",
"Moos",
"Naira",
"Nugget",
"Penunze",
"Pesa",
"Peso",
"Pfandflaschen",
"Pfennig",
"Pfund",
"Pillen",
"Pilze",
"Plastiks",
"Pok\x96"
"dollar",
"Poster",
"Puzzle",
"Radieschen",
"Rand",
"Rappen",
"Real",
"Rial",
"Riesennugget",
"Riyal",
"Rubine",
"Rupien",
"Saphire",
"Schilling",
"Schokobon",
"Seelen",
"Septime",
"Shitcoin",
"Smaragde",
"Solana",
"Sosis",
"Steine",
"Sterne",
"Sternis",
"Tael",
"Taler",
"Tokens",
"Wagenchips",
"Won",
"Wumpas",
"Yen",
"Yuan",
"Zenny",
"M\x93use",
"M\x9Enzen",
"Kr\x9Bten",
"D\x9Bner",
"W\x9Erstchen",
"Kn\x9B"
"del",
"R\x9Bsti",
"H\x9Brnli",
"R\x9E"
"ebli",
"K\x9B"
"fte",
"Bratw\x9E"
"rste",
"Br\x98"
"tchen",
"Gummib\x93"
"ren",
"Moorh\x9E"
"hner" };
static const char* frenchRupeeNames[39] = {
"Anneaux", "Baguettes", "Balles", "Bananes", "Bitcoin", "Blés", "Bling", "Capsules",
@ -410,7 +520,7 @@ void Randomizer::LoadHintMessages() {
CustomMessageManager::Instance->CreateMessage(
Randomizer::hintMessageTableID, TEXT_WARP_MINUET_OF_FOREST,
CustomMessage("Warp to&#a mysterious place?#&" + CustomMessages::TWO_WAY_CHOICE() + "#OK&No#",
"Zu&#einem mysteriösen Ort#?&" + CustomMessages::TWO_WAY_CHOICE() + "#OK&No#",
"Das Ziel ist&#ein mysteriöser Ort#!&" + CustomMessages::TWO_WAY_CHOICE() + "#Ja!&Nein!#",
"Se téléporter vers&#un endroit mystérieux#?&" + CustomMessages::TWO_WAY_CHOICE() + "#OK!&Non#",
{ QM_RED, QM_GREEN }));
@ -475,7 +585,7 @@ void Randomizer::LoadMerchantMessages() {
"\x12\x38\x82"
"All right! You win! In return for sparing me, I will give you a #[[1]]#!&Please, take it!\x07\x10\xA3",
"\x12\x38\x82"
"In Ordnung! Du gewinnst! Im Austausch dafür, dass Du mich verschont hast, werde ich Dir einen #[[1]]# "
"In Ordnung! Du gewinnst! Im Austausch dafür, dass Du mich verschont hast, werde ich Dir #[[1]]# "
"geben!\x07\x10\xA3",
"\x12\x38\x82"
"J'me rends! Laisse-moi partir et en échange, je te donne un #[[1]]#! Vas-y prends le!\x07\x10\xA3",
@ -486,7 +596,7 @@ void Randomizer::LoadMerchantMessages() {
"All right! You win! In return for sparing me, I will sell you a #[[1]]#! #[[2]] Rupees# it "
"is!\x07\x10\xA3",
"\x12\x38\x82"
"Ich gebe auf! Ich verkaufe Dir einen #[[1]]# für #[[2]] Rubine#!\x07\x10\xA3",
"Ich gebe auf! Ich verkaufe Dir #[[1]]# für #[[2]] Rubine#!\x07\x10\xA3",
"\x12\x38\x82"
"J'abandonne! Tu veux bien m'acheter un #[[1]]#? Ça fera #[[2]] Rubis#!\x07\x10\xA3",
{ QM_GREEN, QM_YELLOW }));
@ -502,10 +612,10 @@ void Randomizer::LoadMerchantMessages() {
// prompted buy/don't buy
CustomMessageManager::Instance->CreateMessage(
Randomizer::merchantMessageTableID, TEXT_SHOP_ITEM_RANDOM,
CustomMessage("\x08#[[1]]# #[[2]]_Rupees#&Special deal! #ONE LEFT#!&Get it while it lasts!\x0A\x02",
"\x08#[[1]]# #[[2]]_Rubine#&#NUR NOCH EINES VERFÜGBAR#!&Beeilen Sie sich!\x0A\x02",
"\x08#[[1]]# #[[2]]_Rubis#&#DERNIER EN STOCK#!&Faites vite!\x0A\x02",
{ QM_GREEN, QM_YELLOW, QM_RED }));
CustomMessage(
"\x08#[[1]]# #[[2]]_Rupees#&Special deal! #ONE LEFT#!&Get it while it lasts!\x0A\x02",
"\x08#[[1]]# #[[2]]_Rubine#&#NUR EIN EXEMPLAR AUF LAGER!#&Schlag zu solange Du noch kannst!\x0A\x02",
"\x08#[[1]]# #[[2]]_Rubis#&#DERNIER EN STOCK#!&Faites vite!\x0A\x02", { QM_GREEN, QM_YELLOW, QM_RED }));
CustomMessageManager::Instance->CreateMessage(
Randomizer::merchantMessageTableID, TEXT_SHOP_ITEM_RANDOM_CONFIRM,
@ -519,7 +629,10 @@ void Randomizer::LoadMerchantMessages() {
CustomMessage(
"I tried to be a #magic bean# salesman, but it turns out my marketing skills weren't worth "
"beans!^Anyway, want to buy #[[1]]# for #[[2]] Rupees#?\x1B#Yes&No#",
/*german*/ "Möchten Sie #[[1]]# für #[[2]] Rubine# kaufen?\x1B#Ja&Nein#",
/*german*/
"Ich habe versucht ein Vertreter für #Wundererbsen# zu werden, doch meine Verhandlungskünste waren nicht "
"die Bohne wert. Ach egal...^"
"Willst Du #[[1]]#?&Deine letzte Chance!^Mein Spezial-Preis!&#[[2]] Rubine#! Greif zu!\x1B#Ja!&Nein!#",
/*french*/
"J'ai essayé d'être un vendeur de #haricots magiques#, mais j'étais mauvais au niveau du marketing et ça "
"me courait sur le haricot...^Enfin bref, ça te dirait de m'acheter #[[1]]# pour #[[2]] "
@ -531,14 +644,14 @@ void Randomizer::LoadMerchantMessages() {
CustomMessage(
"I never thought I'd say this, but I'm selling the last #Magic Bean#.^#99 Rupees#, no less.\x1B#Yes&No#",
"Ich hätte nie gedacht, daß ich das sage, aber ich verkaufe die letzte^#Wundererbse# für #99 "
"Rubine#.\x1B&#Ja&Nein#",
"Rubine#.\x1B&#Ja!&Nein!#",
"Je te vends mon dernier #Haricot&magique# pour #99 Rubis#.\x1B&#AcheterNe pas acheter#",
{ QM_RED, QM_YELLOW, QM_GREEN }));
CustomMessageManager::Instance->CreateMessage(
Randomizer::merchantMessageTableID, TEXT_MEDIGORON,
CustomMessage("How about buying #[[1]]# for #[[2]] Rupees#?\x1B#Buy&Don't buy#",
/*german*/ "Möchtest Du #[[1]]# für #[[2]] Rubine# kaufen?\x1B#Klar!&Nie im Leben!#",
/*german*/ "Möchtest Du #[[1]]#?^Für #[[2]] Rubine#!\x1B#Klar!&Nie im Leben!#",
/*french*/ "Veux-tu acheter #[[1]]# pour #[[2]] rubis#?\x1B#Acheter&Ne pas acheter#",
{ QM_GREEN, QM_YELLOW, QM_GREEN }));
/*spanish*/ // ¿Me compras #[[1]]# por #[[2]] rupias#?\x1B#Comprar&No comprar#
@ -546,8 +659,8 @@ void Randomizer::LoadMerchantMessages() {
CustomMessage firstCarpet = CustomMessage(
"Welcome!^I am selling stuff, strange and rare, from all over the world to everybody. Today's special is...^",
/*german*/
"Sei gegrüßt!^Ich verkaufe allerlei Kuriositäten. Stets sonderliche und seltene Ware aus "
"aller Welt für jedermann. Das heutige Angebot bleibt...^",
"Willkommen!^Ich verkaufe hier allerlei Kuriositäten. Stets sonderliche und seltene Ware aus "
"aller Welt für jedermann. Das heutige Angebot...^",
/*french*/ "Bienvenue!^Je vends des objets rares et merveilleux du monde entier. En spécial aujourd'hui...^");
/*spanish*/ // ¡Acércate!^Vendo productos extraños y difíciles de encontrar... De todo el mundo a todo el mundo. La
// oferta de hoy es...^#¡
@ -576,7 +689,7 @@ void Randomizer::LoadMerchantMessages() {
"#[[1]]!# It's real, I promise! A lonely man such as myself wouldn't #lie# to you, hmm?^"
"How about #[[2]] Rupees#?\x1B#Buy&Don't buy#",
/*german*/
"#[[1]]#! Ich kann versichern, es ist ein aufrichtiges Angebot!^Ein einsamer Mann wie ich würde Dich "
"#[[1]]#! Ich kann versichern, es ist ein aufrichtiges Angebot!^Ein einsamer Mann wie ich würde Euch "
"doch "
"nicht #anlügen#, oder?^Wie wär's mit #[[2]] Rubinen#?\x1B#Aber sicher!&Ich bin weg!#",
/*french*/
@ -4370,7 +4483,7 @@ CustomMessage Randomizer::GetSheikMessage(s16 scene, u16 originalTextId) {
"%ylight%w.",
"Du bist noch nicht gewappnet um Dich %rGanondorf%w stellen zu können.^"
"Begib Dich auf die Suche nach dem %cMaster-Schwert%w, %retwas um Deinen Pfeilen einen Sinn zu "
"geben%w,^sowie %gdie Magie%w, um das %yLicht%w herauf beschwören zu können.",
"geben%w,^sowie %gdie Magie%w, um das %yLicht%w heraufzubeschwören.",
"@, tu n'es toujours pas prêt à affronter %rGanondorf%w.^"
"Cherche l'%cÉpée de Légende%w, %rquelque chose pour ranger tes flèches%w et de la %gmagie%w pour "
"invoquer la %ylumière%w.");
@ -4379,8 +4492,9 @@ CustomMessage Randomizer::GetSheikMessage(s16 scene, u16 originalTextId) {
messageEntry = CustomMessage(
"You may have what you need to defeat %rthe Evil King%w, but the %cbarrier%w still "
"stands.^Complete the remaining %gtrials%w to destroy it.",
"Du magst das haben, was Du brauchst um %rden bösen König%w zu besiegen, aber die %cBarriere%w "
"steht noch.^Absolviere die verbleibenden %gPrüfungen%w um sie zu zerstören.",
"Du magst haben, was Du brauchst um %rden Großmeister des Bösen%w zu besiegen, doch die "
"%cBarriere%w "
"steht noch.^Breche die verbleibenden %gSiegel%w um sie zu zerstören.",
"@, tu as peut-être ce qu'il te faut pour vaincre %rle Malin%w, mais les barrières sont toujours "
"actives.^Termine les épreuves restantes pour les détruire.");
} else {
@ -4398,8 +4512,8 @@ CustomMessage Randomizer::GetFishingPondOwnerMessage(u16 originalTextId) {
auto ctx = Rando::Context::GetInstance();
CustomMessage messageEntry = CustomMessage(
"Sorry, but the pond is closed.&I've lost my good %rfishing pole%w...&Can't go fishing without it!",
"Entschuldigung, aber der Teich ist zu.&Ich habe meine gute %rAngelrute%w verloren.&Ohne kann ich nicht "
"fischen!",
"Entschuldigung, aber der Teich hat&geschloßen. Ich habe meine gute &%rAngelrute%w verloren.&Ohne kann ich "
"nicht fischen!^",
"Désolé, mais l'étang est fermé.&J'ai perdu ma bonne %rCanne à Pêche%w...&Impossible de pêcher sans elle!");
if (GetRandoSettingValue(RSK_FISHING_POLE_HINT)) {
@ -4498,7 +4612,6 @@ CustomMessage Randomizer::GetMapGetItemMessageWithHint(GetItemEntry itemEntry) {
// BUG: the icon is not in the message yet so are not accounted for, so overflows are possible
messageEntry.AutoFormat();
return messageEntry;
}
@ -4577,7 +4690,7 @@ void CreateTriforcePieceMessages() {
"Vous avez complété la %yTriforce&du Courage%w! %gFélicitations%w!" },
{ "You found a spare %yTriforce Piece%w!&You only needed %c[[required]]%w, but you have %g[[current]]%w!",
"Ein übriger %yTriforce-Splitter%w! Du&hast nun %g[[current]]%w von %c[[required]]%w nötigen gefunden.",
"Noch ein %yTriforce-Splitter%w! Du&brauchtest nur %c[[required]]%w, hast jetzt aber %g[[current]]%w!",
"Vous avez trouvé un %yFragment de&Triforce%w en plus! Vous n'aviez besoin&que de %c[[required]]%w, mais "
"vous en avez %g[[current]]%w en&tout!" },
};
@ -4640,13 +4753,13 @@ void CreateNaviRandoMessages() {
"mouvants%c?" },
{ "%cYou can reach the back of %wImpa's&House %cby jumping from the&unfinished house with a %rcucco%c!",
"%cDu kannst den Balkon von %wImpas&Haus %cerreichen indem Du von&der Baustelle aus mit einem "
"%cDu kannst den Balkon von %wImpas&Haus %cerreichen, indem Du von&der Baustelle aus mit einem "
"%rHuhn&%cspringst!",
"%cTu peux atteindre l'arrière de la&%wMaison d'Impa %cen sautant depuis la&maison en construction avec "
"une&%rcocotte%c!" },
{ "%cThe %ySpirit Trial %cin %pGanon's Castle&%chas a %whidden chest %csomewhere.&Did you already know that?",
"%cDie %yGeister-Prüfung %cin %pGanons&Schloß %chat irgendwo eine&%wversteckte Kiste%c. Weißt Du schon&wo?",
"%cDas %yGeister-Siegel %cin %pGanons&Schloß %chat irgendwo eine&%wversteckte Kiste%c. Wußtest Du&das schon?",
"%cL'%yÉpreuve de l'Esprit%c dans le %pChâteau&de Ganon %ca un coffre caché quelque&part. Je suppose que tu "
"le savais&déjà?" },
@ -4665,7 +4778,7 @@ void CreateNaviRandoMessages() {
{ "%cYou might end up with an %wextra&key %cfor the %bWater Temple %cor the&%rFire Temple%c. It's for your "
"safety!",
"%cVielleicht verbleibt Dir im&%bWassertempel %coder %rFeuertempel %cein&%wzusätzlicher Schlüssel%c. "
"Dies&ist zu Deiner Sicherheit!",
"&Nur zu Deiner Sicherheit!",
"%cIl se peut que tu aies une %wPetite&Clé %cen trop dans le %bTemple de l'Eau&%cou le %rTemple du Feu%c. "
"C'est pour ta&propre sécurité!" },
@ -4693,20 +4806,20 @@ void CreateNaviRandoMessages() {
"%wjarre&%cà la figure?" },
{ "%cI hear the patch of %wsoft soil&%cin %bZora's River %cis the only one&that isn't home to a %rspider%c!",
"%cIch habe gehört, daß die Stelle&%wfeuchten Bodens %cim %bZora-Fluß %cals&einzige keine %rSkulltula "
"%cIch habe gehört, daß das&%wErdloch%c am %bZora-Fluß, %cals&einziges keine %rSkulltula "
"%cbeherbergt.",
"%cJ'ai entendu dire que la %wterre meuble&%cqui se trouve à la %bRivière Zora %cest&la seule qui ne "
"contienne pas&d'%raraignée%c." },
{ "%cThe people of Hyrule sometimes&have %witems %cfor you, but they won't&like it if you're %wwearing a "
"mask%c!",
"%cDie Bewohner Hyrules haben manchmal&%wGegenstände %cfür Dich, aber sie mögen&es nicht, wenn Du %wMasken "
"%cDie Bewohner Hyrules haben manchmal&%wGegenstände %cfür Dich, doch sie mögen&es nicht, wenn Du %wMasken "
"trägst%c!",
"%cIl se peut que les habitants d'Hyrule&aient des %wobjets %cpour toi. Par contre,&ils risquent de ne pas "
"trop apprécier&le fait que tu %wportes un masque%c!" },
{ "%cIf you get trapped somewhere, you&might have to %wsave your game %cand&%wreset%c!",
"%cSolltest Du irgendwo eingeschlossen&sein, mußt Du vielleicht Dein %wSpiel&speichern %cund %wneu "
"%cSolltest Du irgendwo eingeschloßen&sein, mußt Du vielleicht Dein %wSpiel&speichern %cund %wneu "
"starten%c!",
"%cSi tu es coincé quelque part, tu&devrais %wsauvegarder ta partie %cet&faire un %wreset%c!" },
@ -4910,10 +5023,10 @@ CustomMessage Randomizer::GetIceTrapMessage() {
"#Titanic's revenge#.",
};
static const char* const germanIceTrapMessages[23] = {
static const char* const germanIceTrapMessages[104] = {
"Du bist ein #DUMMKOPF#!",
"Du bist eine #Frostbeule#!",
"#DUMMKOPF#!",
"#NARR#!",
"Du wurdest #eiskalt# erwischt!",
"Es läuft Dir #eiskalt# den Rücken hinunter, @.",
"Bleib #cool#, @.",
@ -4926,7 +5039,7 @@ CustomMessage Randomizer::GetIceTrapMessage() {
"Bewahre einen #kühlen#! Kopf.",
"Ganondorf setzt #Eisstrahl# ein. Das ist sehr effektiv!",
"Ein Lächeln ist der beste Weg, um das #Eis# zu brechen!",
"#Eiskalt# lässt du meine Seele erfrier'n.",
"#Eiskalt# lässt Du meine Seele erfrier'n.",
"Die #Titanic# hätte Angst vor Dir, @.",
"Oh nein!",
"Was die Dinosaurier getötet hat?&Die #Eiszeit#!",
@ -4934,6 +5047,87 @@ CustomMessage Randomizer::GetIceTrapMessage() {
"Never gonna #give you up#. Never gonna #let you down#. Never gonna run around and #desert you#.",
"Danke #@#! Aber der Gegenstand ist in einem anderem Schloß!",
"Kalt. Kalt. Kälter. #EISKALT#!",
"Von wegen #Belohnung#!",
"Ganon lacht dich aus.",
"Zelda wartet... aber nicht auf Dich!",
"Hyrule braucht Dich... aber nicht so!",
"Master-Schmerz statt Master-Schwert.",
"Das passiert wenn man alles looten möchte!",
"Ein kleiner Vorgeschmack auf Ganons Kühlschrank.",
"Ich hoffe, Du hast gespeichert.",
"Dein Gesicht, als Du die Truhe geöffnet hast... unbezahlbar.",
"Tut mir leid, aber das Item befindet sich in einer anderen Truhe.",
"Noch 5 solcher Truhen und Du bist abgehärtet.",
"Keine sorge. Ich bin genau so enttäuscht wie Du.",
"Epona läuft gerade ohne Dich los.",
"Wow! Ein echtes Nichts!",
"Du bist sowas von bereit für den Endboss. Nicht!",
"Loot? Nur für Gewinner!",
"Pure Enttäuschung.",
"RNG meint es nicht gut mit dir...",
"Link.exe hat ein Problem erkannt. Spiel wird heruntergefahren.",
"Die Truhe war leer, dein Verstand ebenso.",
"Hier für Dich, lecker #Eis#.",
"Das ist kein Item - das ist Karma.",
"Und wieder hat Dich 'ne Kiste besiegt.",
"Rauru lacht Dich aus.",
"Saria hat sich gerade entfreundet.",
"Prinzessin Ruto hat die Verlobung aufgelöst.",
"Kein Seed, kein Ärger!",
"Diese Truhe wurde Ihnen präsentiert von: ABSICHT!",
"Nicht heute.",
"Nächster halt, #Frosthausen#!",
"Genau so nützlich wie Navi im Bosskampf.",
"Zelda? Die kennt Dich nicht.",
"Zufall? Nein. Absicht!",
"Karma.exe erfolgreich ausgeführt.",
"Manchmal gewinnt man, aber Du gehörst nicht dazu.",
"#Eiskalt# versagt.",
"Tingle lacht Dich aus.",
"Du hörst Ganondorf dir folgendes zuflüstern.. \"Danke fürs Öffnen, aber das war mein #Müll#!\"",
"Navi: 'Hey, hör zu! Da ist... absolut #nichts# drin.",
"Truhe geöffnet, Hoffnung zerstört. Willkommen in Hyrule.",
"Die Truhe enthält: 100% pure #Enttäuschung#.",
"Na? Wieder zu viel von Malons #Mentos# genascht?",
"Du wurdest #eiskalt# beim Öffnen der Truhe erwischt.",
"Grats, Du hast Ganons alten #Eiswürfelvorrat# gefunden.",
"Die Truhe ist kälter als #Zoras Reich#... und genauso leer.",
"#Eis#? Klar, das ist der #kalte# Hauch der Enttäuschung!",
"Die Truhe ist so leer, sogar der #Yeti# aus Twilight Princess lacht.",
"Die Truhe enthält: 100% #gefrorene# Hoffnungslosigkeit.",
"Du hast eine Truhe geöffnet und den #Kälterekord# in Hyrule gebrochen.",
"Du hast TM16 erhalten: #Eissturm#!",
"Controller Disconnect, jetzt bist Du #gefreezed#.",
"Noch drei solcher Truhen, und dein Spielstand wird gelöscht.",
"Gengar setzt Schlecker ein! Du bist vollständig #paralysiert#!",
"Mumbo Jumbo verwandelt Dich in einen #Eisblock#. Haste jetzt 'nen coolen Look.",
"Willkommen in Donkey Kong Country: Tropical #Freeze#!",
"Gratuliere! Du hast das Spiel #gefreezed#.",
"Triforce des Mutes und trotzdem bekommst Du kalte Füße.",
"Fortschritt #eingefroren#. Bitte blasen Sie in die Cartridge.",
"Du bist nicht soft-locked. Du bist #frost-locked#.",
"Ein #frostiger# Wind weht durch die Truhe... leer, als hätte Kirby den ganzen Inhalt eingesaugt.",
"Ein #eisiger# Hauch weht dir entgegen.... Doch die Truhe bleibt #kalt# und leer.",
"Die Truhe ist von #Frost# versiegelt... drinnen nichts als eine #kalte#, #frostige# Enttäuschung!",
"#Frost# knistert bedrohlich in der Truhe - kein Schatz, nur ein #eisiger# Hohn!",
"Diese Falle zu finden ist so #frostig# wie Fangen spielen mit Chill Penguin.",
"#Eis# kann funkeln, was kannst Du?",
"Niete, selbst die Prinzessin ist enttäuscht.",
"Herzteil? Nein, #Eiskalt#!",
"Ratet mal wer wieder zu gierig war? Richtig... DU!",
"Ganondorf bedankt sich persönlich für deine Inkompetenz.",
"Der Spind von Davy Jones!",
"Herzog Onkled lacht Dich aus.",
"GEWINNER!",
"vERLIERER!",
"Drücke B, Unten und Select um zu überleben.",
"#Chill# mal jetzt.",
"Hier halt mal eben.",
"Sony lacht Dich aus",
"Dieses Item ist nicht in deinem Land verfügbar.",
"Es ist wichtig, die #Kühltruhe# mal für einen Tag auszuschalten.",
"#Kacknoob#!",
"Insert Rupee to continue...",
};
static const char* const frenchIceTrapMessages[83] = {
@ -5035,7 +5229,7 @@ CustomMessage Randomizer::GetIceTrapMessage() {
if (CVarGetInteger(CVAR_GENERAL("LetItSnow"), 0)) {
msg = CustomMessage(
/*english*/ "This year for Christmas, all you get is #COAL#!",
/*german*/ "This year for Christmas, all you get is #COAL#!",
/*german*/ "Dieses Jahr gibt es nur #KOHLE# zu Weihnachten!",
/*french*/ "Pour Noël, cette année, tu n'auras que du #CHARBON#! %rJoyeux Noël%w!", { QM_BLUE });
} else {
msg = CustomMessage(RandomElement(englishIceTrapMessages), RandomElement(germanIceTrapMessages),
@ -5126,7 +5320,7 @@ void CreateFireTempleGoronMessages() {
},
{
"I dunno why I was thrown in here,&truth be told.&I'm just a %g\"PR\"%w person.",
"Wat weiß'n ich, wieso ich hier&eingepfercht wurd. Ich mach&doch nur %g\"Pull&Requests\"%w.",
"Wat weiß'n ich, wieso ich hier&eingepfercht wurd. Ich mach&doch nur %g\"Pull Requests\"%w.",
"Je ne sais pas comment on m'a jeté&ici. Il faut croire que je dors comme&une pierre.",
},
};
@ -5150,7 +5344,7 @@ void Randomizer::CreateCustomMessages() {
// RANDTODO: Translate into french and german and replace GIMESSAGE_UNTRANSLATED
// with GIMESSAGE(getItemID, itemID, english, german, french).
const std::array<GetItemMessage, 112> getItemMessages = { {
GIMESSAGE(RG_GREG_RUPEE, ITEM_MASK_GORON, "You found %gGreg%w!", "%gGreg%w! Du hast ihn wirklich gefunden!",
GIMESSAGE(RG_GREG_RUPEE, ITEM_MASK_GORON, "You found %gGreg%w!", "%gGreg%w! Du hast ihn&wirklich gefunden!",
"Félicitation! Vous avez trouvé %gGreg%w!"),
GIMESSAGE(RG_MASTER_SWORD, ITEM_SWORD_MASTER, "You found the %gMaster Sword%w!",
"Du erhältst das %gMaster-Schwert%w!", "Vous obtenez %gl'Épée de Légende%w!"),
@ -5175,7 +5369,7 @@ void Randomizer::CreateCustomMessages() {
"Vous obtenez une %rBouteille avec&un Poisson%w! Il a l'air délicieux!&Il paraîtrait que %bJabu-Jabu "
"%wen&serait friand!"),
GIMESSAGE(RG_BOTTLE_WITH_BUGS, ITEM_BUG, "You got a %rBug in a Bottle%w!&They love to burrow in&dirt holes!",
"Du hast jetzt %rKäfer in einer&Flasche&%w!&Sie graben gerne&in Erdlöchern.",
"Du hast jetzt %rKäfer in einer&Flasche%w! Sie graben gerne&in Erdlöchern.",
"Vous obtenez une %rBouteille avec&des Insectes%w! Ils adorent creuser&dans la terre meuble!"),
GIMESSAGE(RG_BOTTLE_WITH_FAIRY, ITEM_FAIRY, "You got a %rFairy in a Bottle%w!&Use it wisely!",
"Du hast jetzt eine %rFee in einer&Flasche%w! Nutze sie weise!",
@ -5192,224 +5386,220 @@ void Randomizer::CreateCustomMessages() {
"Vous obtenez une %rBouteille avec&une Potion Verte%w! Buvez-la pour&restaurer votre %gmagie%w!"),
GIMESSAGE(RG_BOTTLE_WITH_POE, ITEM_POE,
"You got a %rPoe in a Bottle%w!&That creepy Ghost Shop might&be interested in this...",
"Du hast jetzt ein %rIrrlicht in einer&Flasche%w! Der %rGespenstermarkt%w&interessiert sich für "
"Du hast jetzt ein %rIrrlicht in einer&Flasche%w! Der %rGespenstermarkt%w&interessiert sich "
"vielleicht&dafür...",
"Vous obtenez une %rBouteille avec&un Esprit%w! Ça intéresserait&peut-être le vendeur d'Âme "),
GIMESSAGE(RG_GERUDO_FORTRESS_SMALL_KEY, ITEM_KEY_SMALL, "You found a %yThieves Hideout &%wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %yDiebesversteck%w!",
"Du erhältst einen %rkleinen&Schlüssel%w des %yDiebesverstecks%w!",
"Vous obtenez une %rPetite Clé %w&du %yRepaire des Voleurs%w!"),
GIMESSAGE(RG_FOREST_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL, "You found a %gForest Temple &%wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gWaldtempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w des %gWaldtempels%w!",
"Vous obtenez une %rPetite Clé %w&du %gTemple de la Forêt%w!"),
GIMESSAGE(RG_FIRE_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL, "You found a %rFire Temple &%wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %rFeuertempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w des %rFeuertempels%w!",
"Vous obtenez une %rPetite Clé %w&du %rTemple du Feu%w!"),
GIMESSAGE(RG_WATER_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL, "You found a %bWater Temple &%wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %bWassertempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w des %bWassertempels%w!",
"Vous obtenez une %rPetite Clé %w&du %bTemple de l'Eau%w!"),
GIMESSAGE(RG_SPIRIT_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL, "You found a %ySpirit Temple &%wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %yGeistertempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w des %yGeistertempels%w!",
"Vous obtenez une %rPetite Clé %w&du %yTemple de l'Esprit%w!"),
GIMESSAGE(RG_SHADOW_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL, "You found a %pShadow Temple &%wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %pSchattentempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w des %pSchattentempels%w!",
"Vous obtenez une %rPetite Clé %w&du %pTemple de l'Ombre%w!"),
GIMESSAGE(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, ITEM_KEY_SMALL, "You found a %pBottom of the &Well %wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %pGrund des Brunnens%w!",
"Du erhältst einen %rkleinen&Schlüssel%w vom %pGrund des Brunnens%w!",
"Vous obtenez une %rPetite Clé %w&du %pPuits%w!"),
GIMESSAGE(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %yGerudo Training &Ground %wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %yGerudo-Trainingsgelände%w!",
"Du erhältst einen %rkleinen&Schlüssel%w der %yGerudo-Trainingsarena%w!",
"Vous obtenez une %rPetite Clé %w&du %yGymnase Gerudo%w!"),
GIMESSAGE(RG_GANONS_CASTLE_SMALL_KEY, ITEM_KEY_SMALL, "You found a %rGanon's Castle &%wSmall Key!",
"Du erhältst einen %rkleinen&Schlüssel%w für %rGanons Schloß%w!",
"Du erhältst einen %rkleinen&Schlüssel%w von %rGanons Schloß%w!",
"Vous obtenez une %rPetite Clé %w&du %rChâteau de Ganon%w!"),
GIMESSAGE(RG_GUARD_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to the&%gGuard House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus der Wachen%w!",
"Du erhältst den %rSchlüssel%w&zum %gWachhaus%w!",
"Vous obtenez la %rClé %wde la&%gMaison des Gardes%w!"),
GIMESSAGE(RG_MARKET_BAZAAR_KEY, ITEM_KEY_SMALL, "You found the key to the&%gMarket Bazaar%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gBasar des Marktes%w!",
"Du erhältst den %rSchlüssel%w&zum %gBasar des Marktes%w!",
"Vous obtenez la %rClé %wdu %gBazar&de la Place du Marché%w!"),
GIMESSAGE(RG_MARKET_POTION_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to the&%gMarket Potion Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMagie-Laden des Marktes%w!",
"Du erhältst den %rSchlüssel%w&zum %gMagie-Laden des Marktes%w!",
"Vous obtenez la %rClé %wdu&%gMagasin de Potions de la&Place du Marché%w!"),
GIMESSAGE(RG_MASK_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to the&%gMask Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMaskenladen%w!",
"Du erhältst den %rSchlüssel%w&zum %gMaskenhändler%w!",
"Vous obtenez la %rClé %wde la&%gFoire aux Masques%w!"),
GIMESSAGE(RG_MARKET_SHOOTING_GALLERY_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gMarket Shooting Gallery%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gSchießbude des Marktes%w!",
"Du erhältst den %rSchlüssel%w&zur %gSchießbude des Marktes%w!",
"Vous obtenez la %rClé %wdu %gStand de&Tir de la Place du Marché%w!"),
GIMESSAGE(RG_BOMBCHU_BOWLING_KEY, ITEM_KEY_SMALL, "You found the key to the&%gBombchu Bowling Alley%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gMinenbowlingbahn%w!",
"Du erhältst den %rSchlüssel%w&zur %gMinenbowlingbahn%w!",
"Vous obtenez la %rClé %wdu %gBowling&Teigneux%w!"),
GIMESSAGE(RG_TREASURE_CHEST_GAME_BUILDING_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gTreasure Chest Game Building%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus des Schatzkisten-Pokers%w!",
"Du erhältst den %rSchlüssel%w&zum %gHaus der Truhenlotterie%w!",
"Vous obtenez la %rClé %wdu %gJeu de la&Chasse au Trésor%w!"),
GIMESSAGE(RG_BOMBCHU_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to the&%gBombchu Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gKrabbelminenladen%w!",
"Du erhältst den %rSchlüssel%w&zum %gKrabbelminenladen%w!",
"Vous obtenez la %rClé %wdu %gMagasin&de Missiles%w!"),
GIMESSAGE(RG_RICHARDS_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to&%gRichard's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus von Richard%w!",
"Du erhältst den %rSchlüssel%w&zu %gRichards Haus%w!",
"Vous obtenez la %rClé %wde la %gMaison&de Kiki%w!"),
GIMESSAGE(RG_ALLEY_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to&the %gAlley House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus in der Gasse%w!",
"Du erhältst den %rSchlüssel%w&zum %gHaus in der Gasse%w!",
"Vous obtenez la %rClé %wde la %gMaison&de la Ruelle%w!"),
GIMESSAGE(RG_KAK_BAZAAR_KEY, ITEM_KEY_SMALL, "You found the key to the&%gKakariko Bazaar%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gBasar von Kakariko%w!",
"Du erhältst den %rSchlüssel%w&zum %gBasar von Kakariko%w!",
"Vous obtenez la %rClé %wdu %gBazar&de Cocorico%w!"),
GIMESSAGE(RG_KAK_POTION_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to the&%gKakariko Potion Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMagie-Laden von Kakariko%w!",
"Du erhältst den %rSchlüssel%w&zum %gMagie-Laden von Kakariko%w!",
"Vous obtenez la %rClé %wdu %gMagasin de&Potions de Cocorico%w!"),
GIMESSAGE(RG_BOSS_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to the&%gBoss's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus des Chefs%w!",
"Du erhältst den %rSchlüssel%w&zum %gHaus des Chefs%w!",
"Vous obtenez la %rClé %wde la %gMaison&du Chef des Ouvriers%w!"),
GIMESSAGE(RG_GRANNYS_POTION_SHOP_KEY, ITEM_KEY_SMALL, "You found the key to&%gGranny's Potion Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für %gAsas Hexenladen%w!",
"Du erhältst den %rSchlüssel%w&zu %gAsas Hexenladen%w!",
"Vous obtenez la %rClé %wde&l'%gApothicaire%w!"),
GIMESSAGE(RG_SKULLTULA_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to the&%gSkulltula House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gSkulltula-Haus%w!",
"Du erhältst den %rSchlüssel%w&zum %gSkulltula-Haus%w!",
"Vous obtenez la %rClé %wde la %gMaison&des Araignées%w!"),
GIMESSAGE(RG_IMPAS_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to&%gImpa's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus von Impa%w!",
"Du erhältst den %rSchlüssel%w&zu %gImpas Haus%w!",
"Vous obtenez la %rClé %wde la %gMaison&d'Impa%w!"),
GIMESSAGE(RG_WINDMILL_KEY, ITEM_KEY_SMALL, "You found the key to the&%gWindmill%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gWindmühle%w!",
"Vous obtenez la %rClé %w du %gMoulin%w!"),
"Du erhältst den %rSchlüssel%w&zur %gWindmühle%w!", "Vous obtenez la %rClé %w du %gMoulin%w!"),
GIMESSAGE(RG_KAK_SHOOTING_GALLERY_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gKakariko Shooting Gallery%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gSchießbude von Kakariko%w!",
"Du erhältst den %rSchlüssel%w&zur %gSchießbude von Kakariko%w!",
"Vous obtenez la %rClé %w du %gStand de&Tir de Cocorico%w!"),
GIMESSAGE(RG_DAMPES_HUT_KEY, ITEM_KEY_SMALL, "You found the key to&%gDampe's Hut%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gHütte von Boris%w!",
"Du erhältst den %rSchlüssel%w&zur %gHütte des Totengräbers%w!",
"Vous obtenez la %rClé %wde la %gCabane&d'Igor%w!"),
GIMESSAGE(RG_TALONS_HOUSE_KEY, ITEM_KEY_SMALL, "You found the key to&%gTalon's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus von Talon%w!",
"Du erhältst den %rSchlüssel%w&zu %gTalons Haus%w!",
"Vous obtenez la %rClé %wde la %gMaison&de Talon%w!"),
GIMESSAGE(RG_STABLES_KEY, ITEM_KEY_SMALL, "You found the key to the&%gStables%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gStälle%w!",
"Vous obtenez la %rClé %wdes %gÉcuries%w!"),
"Du erhältst den %rSchlüssel%w&zu den %gStällen%w!", "Vous obtenez la %rClé %wdes %gÉcuries%w!"),
GIMESSAGE(RG_BACK_TOWER_KEY, ITEM_KEY_SMALL, "You found the key to the&%gBack Tower%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %ghinteren Turm%w!",
"Vous obtenez la %rClé %wdu %gSilo%w!"),
"Du erhältst den %rSchlüssel%w&zum %gLon Lon-Turm%w!", "Vous obtenez la %rClé %wdu %gSilo%w!"),
GIMESSAGE(RG_HYLIA_LAB_KEY, ITEM_KEY_SMALL, "You found the key to the&%gHylia Laboratory%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHylia-Labor%w!",
"Du erhältst den %rSchlüssel%w&zum %gHylia-Labor%w!",
"Vous obtenez la %rClé %wdu %gLaboratoire&du Lac Hylia%w!"),
GIMESSAGE(RG_FISHING_HOLE_KEY, ITEM_KEY_SMALL, "You found the key to the&%gPond%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gFischweiher%w!",
"Vous obtenez la %rClé %wde l'%gÉtang%w!"),
"Du erhältst den %rSchlüssel%w&zum %gFischweiher%w!", "Vous obtenez la %rClé %wde l'%gÉtang%w!"),
GIMESSAGE(RG_GERUDO_FORTRESS_KEY_RING, ITEM_KEY_SMALL, "You found a %yThieves Hideout&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für das %yDiebesversteck%w!",
"Du erhältst das %rSchlüsselbund%w&des %yDiebesverstecks%w!",
"Vous obtenez le trousseau de&clés du %yRepaire des Voleurs%w!"),
GIMESSAGE(RG_FOREST_TEMPLE_KEY_RING, ITEM_KEY_SMALL, "You found a %gForest Temple&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für den %gWaldtempel%w!",
"Du erhältst das %rSchlüsselbund%w&des %gWaldtempels%w!",
"Vous obtenez le trousseau de&clés du %gTemple de la Forêt%w!"),
GIMESSAGE(RG_FIRE_TEMPLE_KEY_RING, ITEM_KEY_SMALL, "You found a %rFire Temple&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für den %rFeuertempel%w!",
"Du erhältst das %rSchlüsselbund%w&des %rFeuertempels%w!",
"Vous obtenez le trousseau de&clés du %rTemple du Feu%w!"),
GIMESSAGE(RG_WATER_TEMPLE_KEY_RING, ITEM_KEY_SMALL, "You found a %bWater Temple&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für den %bWassertempel%w!",
"Du erhältst das %rSchlüsselbund%w&des %bWassertempels%w!",
"Vous obtenez le trousseau de&clés du %bTemple de l'Eau%w!"),
GIMESSAGE(RG_SPIRIT_TEMPLE_KEY_RING, ITEM_KEY_SMALL, "You found a %ySpirit Temple&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für den %yGeistertempel%w!",
"Du erhältst das %rSchlüsselbund%w&des %yGeistertempels%w!",
"Vous obtenez le trousseau de&clés du %yTemple de l'Esprit%w!"),
GIMESSAGE(RG_SHADOW_TEMPLE_KEY_RING, ITEM_KEY_SMALL, "You found a %pShadow Temple&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für den %pSchattentempel%w!",
"Du erhältst das %rSchlüsselbund%w&des %pSchattentempels%w!",
"Vous obtenez le trousseau de&clés du %pTemple de l'Ombre%w!"),
GIMESSAGE(RG_BOTTOM_OF_THE_WELL_KEY_RING, ITEM_KEY_SMALL, "You found a %pBottom of the&Well %wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für den %pGrund des Brunnens%w!",
"Du erhältst das %rSchlüsselbund%w&vom %pGrund des Brunnens%w!",
"Vous obtenez le trousseau de&clés du %pPuits%w!"),
GIMESSAGE(RG_GERUDO_TRAINING_GROUND_KEY_RING, ITEM_KEY_SMALL, "You found a %yGerudo Training&Ground %wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für das %yGerudo-Trainingsgelände%w!",
"Du erhältst das %rSchlüsselbund%w&der %yGerudo-Trainingsarena%w!",
"Vous obtenez le trousseau de&clés du %yGymnase Gerudo%w!"),
GIMESSAGE(RG_GANONS_CASTLE_KEY_RING, ITEM_KEY_SMALL, "You found a %rGanon's Castle&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w&für %rGanons Schloß%w!",
"Du erhältst das %rSchlüsselbund%w&von %rGanons Schloß%w!",
"Vous obtenez le trousseau de&clés du %rChâteau de Ganon%w!"),
GIMESSAGE(RG_TREASURE_GAME_KEY_RING, ITEM_KEY_SMALL, "You found a %rTreasure Chest Game&%wKeyring!",
"Du erhältst ein %rSchlüsselbund%w& für das %rSchatztruhen-Poker&%w!",
"Du erhältst das %rSchlüsselbund%w&der %rTruhenlotterie&%w!",
"Vous obtenez le trousseau de&clés du %rJeu de la Chasse au Trésor%w!"),
GIMESSAGE(RG_FOREST_TEMPLE_BOSS_KEY, ITEM_KEY_BOSS, "You found the %gForest Temple&%wBoss Key!",
"Du erhältst den %rMaster-Schlüssel%w&für den %gWaldtempel%w!",
"Du erhältst den %rMaster-Schlüssel%w&des %gWaldtempels%w!",
"Vous obtenez la %rClé d'or %wdu&%gTemple de la Forêt%w!"),
GIMESSAGE(RG_FIRE_TEMPLE_BOSS_KEY, ITEM_KEY_BOSS, "You found the %rFire Temple&%wBoss Key!",
"Du erhältst den %rMaster-Schlüssel%w&für den %rFeuertempel%w!",
"Du erhältst den %rMaster-Schlüssel%w&des %rFeuertempels%w!",
"Vous obtenez la %rClé d'or %wdu&%rTemple du Feu%w!"),
GIMESSAGE(RG_WATER_TEMPLE_BOSS_KEY, ITEM_KEY_BOSS, "You found the %bWater Temple&%wBoss Key!",
"Du erhältst den %rMaster-Schlüssel%w&für den %bWassertempel%w!",
"Du erhältst den %rMaster-Schlüssel%w&des %bWassertempels%w!",
"Vous obtenez la %rClé d'or %wdu&%bTemple de l'Eau%w!"),
GIMESSAGE(RG_SPIRIT_TEMPLE_BOSS_KEY, ITEM_KEY_BOSS, "You found the %ySpirit Temple&%wBoss Key!",
"Du erhältst den %rMaster-Schlüssel%w&für den %yGeistertempel%w!",
"Du erhältst den %rMaster-Schlüssel%w&des %yGeistertempels%w!",
"Vous obtenez la %rClé d'or %wdu&%yTemple de l'Esprit%w!"),
GIMESSAGE(RG_SHADOW_TEMPLE_BOSS_KEY, ITEM_KEY_BOSS, "You found the %pShadow Temple&%wBoss Key!",
"Du erhältst den %rMaster-Schlüssel%w&für den %pSchattentempel%w!",
"Du erhältst den %rMaster-Schlüssel%w&des %pSchattentempels%w!",
"Vous obtenez la %rClé d'or %wdu&%pTemple de l'Ombre%w!"),
GIMESSAGE(RG_GANONS_CASTLE_BOSS_KEY, ITEM_KEY_BOSS, "You found the %rGanon's Castle&%wBoss Key!",
"Du erhältst den %rMaster-Schlüssel%w&für %rGanons Schloß%w!",
"Du erhältst den %rMaster-Schlüssel%w&von %rGanons Schloß%w!",
"Vous obtenez la %rClé d'or %wdu&%rChâteau de Ganon%w!"),
GIMESSAGE(RG_DEKU_TREE_MAP, ITEM_DUNGEON_MAP, "You found the %gDeku Tree&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für den&%gDeku-Baum%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w des %gDeku-Baumes%w![[typeHint]]",
"Vous obtenez la %rCarte %wde&l'%gArbre Mojo%w![[typeHint]]"),
GIMESSAGE(RG_DODONGOS_CAVERN_MAP, ITEM_DUNGEON_MAP, "You found the %rDodongo's Cavern&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für&%rDodongos Höhle%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w von %rDodongos Höhle%w![[typeHint]]",
"Vous obtenez la %rCarte %wde la&%rCaverne Dodongo%w![[typeHint]]"),
GIMESSAGE(RG_JABU_JABUS_BELLY_MAP, ITEM_DUNGEON_MAP, "You found the %bJabu Jabu's Belly&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für&%bJabu-Jabus Bauch%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w von %bJabu-Jabus Bauch%w![[typeHint]]",
"Vous obtenez la %rCarte %wdu&%bVentre de Jabu-Jabu%w![[typeHint]]"),
GIMESSAGE(RG_FOREST_TEMPLE_MAP, ITEM_DUNGEON_MAP, "You found the %gForest Temple&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für den&%gWaldtempel%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w des %gWaldtempels%w![[typeHint]]",
"Vous obtenez la %rCarte %wdu&%gTemple de la Forêt%w![[typeHint]]"),
GIMESSAGE(RG_FIRE_TEMPLE_MAP, ITEM_DUNGEON_MAP, "You found the %rFire Temple&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für den&%rFeuertempel%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w des %rFeuertempels%w![[typeHint]]",
"Vous obtenez la %rCarte %wdu&%rTemple du Feu%w![[typeHint]]"),
GIMESSAGE(RG_WATER_TEMPLE_MAP, ITEM_DUNGEON_MAP, "You found the %bWater Temple&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für den&%bWassertempel%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w des %bWassertempels%w![[typeHint]]",
"Vous obtenez la %rCarte %wdu&%bTemple de l'Eau%w![[typeHint]]"),
GIMESSAGE(RG_SPIRIT_TEMPLE_MAP, ITEM_DUNGEON_MAP, "You found the %ySpirit Temple&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für den&%yGeistertempel%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w des %yGeistertempels%w![[typeHint]]",
"Vous obtenez la %rCarte %wdu&%yTemple de l'Esprit%w![[typeHint]]"),
GIMESSAGE(RG_SHADOW_TEMPLE_MAP, ITEM_DUNGEON_MAP, "You found the %pShadow Temple&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für den&%pSchattentempel%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w des %pSchattentempels%w![[typeHint]]",
"Vous obtenez la %rCarte %wdu&%pTemple de l'Ombre%w![[typeHint]]"),
GIMESSAGE(RG_BOTTOM_OF_THE_WELL_MAP, ITEM_DUNGEON_MAP, "You found the %pBottom of the&Well %wMap![[typeHint]]",
"Du erhältst die %rKarte%w für den&%pGrund des Brunnens%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w vom %pGrund des Brunnens%w![[typeHint]]",
"Vous obtenez la %rCarte %wdu&%pPuits%w![[typeHint]]"),
GIMESSAGE(RG_ICE_CAVERN_MAP, ITEM_DUNGEON_MAP, "You found the %cIce Cavern&%wMap![[typeHint]]",
"Du erhältst die %rKarte%w für die&%cEishöhle%w![[typeHint]]",
"Du erhältst die %rLabyrinth-&Karte%w der %cEishöhle%w![[typeHint]]",
"Vous obtenez la %rCarte %wde&la %cCaverne Polaire%w![[typeHint]]"),
GIMESSAGE(RG_DEKU_TREE_COMPASS, ITEM_COMPASS, "You found the %gDeku Tree&%wCompass!",
"Du erhältst den %rKompaß%w für den&%gDeku-Baum%w!",
"Du erhältst den %rKompaß%w des&%gDeku-Baumes%w!",
"Vous obtenez la %rBoussole %wde&l'%gArbre Mojo%w!"),
GIMESSAGE(RG_DODONGOS_CAVERN_COMPASS, ITEM_COMPASS, "You found the %rDodongo's Cavern&%wCompass!",
"Du erhältst den %rKompaß%w für&%rDodongos Höhle%w!",
"Du erhältst den %rKompaß%w von&%rDodongos Höhle%w!",
"Vous obtenez la %rBoussole %wde la&%rCaverne Dodongo%w!"),
GIMESSAGE(RG_JABU_JABUS_BELLY_COMPASS, ITEM_COMPASS, "You found the %bJabu Jabu's Belly&%wCompass!",
"Du erhältst den %rKompaß%w für den&%bJabu-Jabus Bauch%w!",
"Du erhältst den %rKompaß%w von&%bJabu-Jabus Bauch%w!",
"Vous obtenez la %rBoussole %wdu&%bVentre de Jabu-Jabu%w!"),
GIMESSAGE(RG_FOREST_TEMPLE_COMPASS, ITEM_COMPASS, "You found the %gForest Temple&%wCompass!",
"Du erhältst den %rKompaß%w für den&%gWaldtempel%w!",
"Du erhältst den %rKompaß%w des&%gWaldtempels%w!",
"Vous obtenez la %rBoussole %wdu&%gTemple de la Forêt%w!"),
GIMESSAGE(RG_FIRE_TEMPLE_COMPASS, ITEM_COMPASS, "You found the %rFire Temple&%wCompass!",
"Du erhältst den %rKompaß%w für den&%rFeuertempel%w!",
"Du erhältst den %rKompaß%w des&%rFeuertempels%w!",
"Vous obtenez la %rBoussole %wdu&%rTemple du Feu%w!"),
GIMESSAGE(RG_WATER_TEMPLE_COMPASS, ITEM_COMPASS, "You found the %bWater Temple&%wCompass!",
"Du erhältst den %rKompaß%w für den&%bWassertempel%w!",
"Du erhältst den %rKompaß%w des&%bWassertempels%w!",
"Vous obtenez la %rBoussole %wdu&%bTemple de l'Eau%w!"),
GIMESSAGE(RG_SPIRIT_TEMPLE_COMPASS, ITEM_COMPASS, "You found the %ySpirit Temple&%wCompass!",
"Du erhältst den %rKompaß%w für den&%yGeistertempel%w!",
"Du erhältst den %rKompaß%w des&%yGeistertempels%w!",
"Vous obtenez la %rBoussole %wdu&%yTemple de l'Esprit%w!"),
GIMESSAGE(RG_SHADOW_TEMPLE_COMPASS, ITEM_COMPASS, "You found the %pShadow Temple&%wCompass!",
"Du erhältst den %rKompaß%w für den&%pSchattentempel%w!",
"Du erhältst den %rKompaß%w des&%pSchattentempels%w!",
"Vous obtenez la %rBoussole %wdu&%pTemple de l'Ombre%w!"),
GIMESSAGE(RG_BOTTOM_OF_THE_WELL_COMPASS, ITEM_COMPASS, "You found the %pBottom of the&Well %wCompass!",
"Du erhältst den %rKompaß%w für den&%pGrund des Brunnens%w!",
"Du erhältst den %rKompaß%w vom&%pGrund des Brunnens%w!",
"Vous obtenez la %rBoussole %wdu&%pPuits%w!"),
GIMESSAGE(RG_ICE_CAVERN_COMPASS, ITEM_COMPASS, "You found the %cIce Cavern&%wCompass!",
"Du erhältst den %rKompaß%w für die&%cEishöhle%w!",
"Du erhältst den %rKompaß%w der&%cEishöhle%w!",
"Vous obtenez la %rBoussole %wde&la %cCaverne Polaire%w!"),
GIMESSAGE(RG_MAGIC_BEAN_PACK, ITEM_BEAN,
@ -5430,23 +5620,23 @@ void Randomizer::CreateCustomMessages() {
"Vous obtenez la %rPetite Bourse%w!&Elle peut contenir jusqu'à %y99 rubis%w!"),
GIMESSAGE(RG_GOHMA_SOUL, ITEM_BIG_POE, "You found the soul for %gGohma%w!",
"Du hast die Seele von %gGohma%w gefunden!", "Vous obtenez l'âme de %gGohma%w!"),
"Du hast die Seele von&%gGohma%w gefunden!", "Vous obtenez l'âme de %gGohma%w!"),
GIMESSAGE(RG_KING_DODONGO_SOUL, ITEM_BIG_POE, "You found the soul for %rKing&Dodongo%w!",
"Du hast die Seele von %rKönig&Dodongo%w gefunden!", "Vous obtenez l'âme du %rRoi Dodongo%w!"),
"Du hast die Seele von&%rKönig Dodongo%w gefunden!", "Vous obtenez l'âme du %rRoi Dodongo%w!"),
GIMESSAGE(RG_BARINADE_SOUL, ITEM_BIG_POE, "You found the soul for %bBarinade%w!",
"Du hast die Seele von %bBarinade%w gefunden!", "Vous obtenez l'âme de %bBarinade%w!"),
"Du hast die Seele von&%bBarinade%w gefunden!", "Vous obtenez l'âme de %bBarinade%w!"),
GIMESSAGE(RG_PHANTOM_GANON_SOUL, ITEM_BIG_POE, "You found the soul for %gPhantom&Ganon%w!",
"Du hast die Seele von %gPhantom-&Ganon%w gefunden!", "Vous obtenez l'âme de %gGanon&Spectral%w!"),
"Du hast die Seele von&%gPhantom-Ganon%w gefunden!", "Vous obtenez l'âme de %gGanon&Spectral%w!"),
GIMESSAGE(RG_VOLVAGIA_SOUL, ITEM_BIG_POE, "You found the soul for %rVolvagia%w!",
"Du hast die Seele von %rVolvagia%w gefunden!", "Vous obtenez l'âme de %rVolcania%w!"),
"Du hast die Seele von&%rVolvagia%w gefunden!", "Vous obtenez l'âme de %rVolcania%w!"),
GIMESSAGE(RG_MORPHA_SOUL, ITEM_BIG_POE, "You found the soul for %bMorpha%w!",
"Du hast die Seele von %bMorpha%w gefunden!", "Vous obtenez l'âme de %bMorpha%w!"),
"Du hast die Seele von&%bMorpha%w gefunden!", "Vous obtenez l'âme de %bMorpha%w!"),
GIMESSAGE(RG_BONGO_BONGO_SOUL, ITEM_BIG_POE, "You found the soul for %pBongo&Bongo%w!",
"Du hast die Seele von %pBongo&Bongo%w gefunden!", "Vous obtenez l'âme de %pBongo&Bongo%w!"),
"Du hast die Seele von&%pBongo Bongo%w gefunden!", "Vous obtenez l'âme de %pBongo&Bongo%w!"),
GIMESSAGE(RG_TWINROVA_SOUL, ITEM_BIG_POE, "You found the soul for %yTwinrova%w!",
"Du hast die Seele von %yTwinrova%w gefunden!", "Vous obtenez l'âme du %yDuo&Maléfique%w!"),
"Du hast die Seele von&%yTwinrova%w gefunden!", "Vous obtenez l'âme du %yDuo&Maléfique%w!"),
GIMESSAGE(RG_GANON_SOUL, ITEM_BIG_POE, "You found the soul for %cGanon%w!",
"Du hast die Seele von %cGanon%w gefunden!", "Vous obtenez l'âme de %cGanon%w!"),
"Du hast die Seele von&%cGanon%w gefunden!", "Vous obtenez l'âme de %cGanon%w!"),
GIMESSAGE(RG_OCARINA_A_BUTTON, ITEM_OCARINA_TIME,
"You got the %b\x9f%r button for the&Ocarina%w! You can now use it&while playing songs!",
@ -5475,46 +5665,47 @@ void Randomizer::CreateCustomMessages() {
"jouez!"),
GIMESSAGE(RG_BRONZE_SCALE, ITEM_SCALE_SILVER, "You got the %rBronze Scale%w!&The power of buoyancy is yours!",
"Du hast die %rBronzene Schuppe%w erhalten!&Die Macht der Schwungkraft ist dein!",
"Du hast die %rBronzene Schuppe%w&erhalten! Die Fähigkeit zu&Schwimmen ist nun dein!",
"Vous obtenez l'%rÉcaille de Bronze%w!&Le pouvoir de la flottabilité est&à vous!"),
GIMESSAGE(RG_FISHING_POLE, ITEM_FISHING_POLE, "You found a lost %rFishing Pole%w!&Time to hit the pond!",
"Du hast eine verlorene %rAngelrute%w gefunden!&Zeit, im Teich zu angeln!",
"Du hast eine verlorene %rAngelrute%w&gefunden!&Zeit, im Teich&zu angeln!",
"Vous obtenez une %rCanne à pêche%w&perdue!&Il est temps d'aller à %gl'étang%w!"),
GIMESSAGE(RG_BOMBCHU_BAG, ITEM_BOMBCHU, "You found the %rBombchu Bag%w!",
"Du hast die %rKrabbelminentasche%w&gefunden!", "Vous obtenez un %rSac de Missiles&Teigneux%w!"),
GIMESSAGE(
RG_BOMB_BAG_INF, ITEM_BOMB_BAG_40, "You got an %rInfinite Bomb Bag%w!&Now you have %yinfinite bombs%w!",
"Du hast eine %runendliche Bombentasche%w&gefunden! Nun hast Du &%yunendliche Bomben%w!",
"Du hast die %rUnendliche Bombentasche%w&gefunden! Nun hast Du &%yunendlich viele Bomben%w!",
"Vous obtenez un %rSac de Bombes&sans fond%w!&Vous avez maintenant des %ybombes&en quantité illimitée%w!"),
GIMESSAGE(RG_QUIVER_INF, ITEM_QUIVER_50, "You got an %rInfinite Quiver%w!&Now you have %yinfinite arrows%w!",
"Du hast einen %runendlichen Köcher%w&gefunden! Nun hast Du &%yunendliche Pfeile%w!",
"Du hast den %rUnendlichen Köcher%w&gefunden! Nun hast Du &%yunendlich viele Pfeile%w!",
"Vous obtenez un %rCarquois Infini%w!&Vous avez maintenant des %yflèches&de manière illimitée%w!"),
GIMESSAGE(RG_BULLET_BAG_INF, ITEM_BULLET_BAG_50,
"You got an %rInfinite Bullet Bag%w!&Now you have %yinfinite&slingshot seeds%w!",
"Du hast eine %runendliche Samentasche%w&gefunden! Nun hast Du &%yunendliche Samen%w!",
"Du hast die %rUnendliche Munitionstasche%w&gefunden! Nun hast Du &%yunendlich viele Deku-Kerne%w!",
"Vous obtenez un %rSac de Graines&sans fond%w!&Vous avez maintenant des %ygraines&de lance-pierres à "
"l'infini%w!"),
GIMESSAGE(RG_STICK_UPGRADE_INF, ITEM_STICK, "You now have %yinfinite%w %rDeku Sticks%w!",
"Du hast nun %yrunendliche%w %rDeku-Stäbe%w!",
"Du hast nun %yrunendlich viele%w %rDeku-Stäbe%w!",
"Vous avez maintenant des %yBâtons&Mojo de manière illimitée%w!"),
GIMESSAGE(RG_NUT_UPGRADE_INF, ITEM_NUT, "You now have %yinfinite%w %rDeku Nuts%w!",
"Du hast nun %yunendliche%w %rDeku-Nüsse%w!",
"Du hast nun %yunendlich viele%w %rDeku-Nüsse%w!",
"Vous avez maintenant des %yNoix&Mojo de manière illimitée%w!"),
GIMESSAGE(RG_MAGIC_INF, ITEM_MAGIC_LARGE, "You now have %yinfinite%w %rMagic%w!",
"Du hast nun %yunendliche%w %rMagiew!", "Vous avez maintenant une quantité&de %ymagie illimitée%w!"),
"Du hast nun %yunendlich viel%w %rMagische Kraft%w!",
"Vous avez maintenant une quantité&de %ymagie illimitée%w!"),
GIMESSAGE(RG_BOMBCHU_INF, ITEM_BOMBCHU, "You now have %yinfinite%w %rBombchus%w!",
"Du hast nun %yunendliche%w %rKrabbelminen%w!",
"Du hast nun %yunendlich viele%w %rKrabbelminen%w!",
"Vous avez maintenant des %yMissiles&Teigneux en quantité illimités%w!"),
GIMESSAGE(RG_WALLET_INF, ITEM_WALLET_GIANT, "You now have %yinfinite%w %rmoney%w!",
"Du hast nun %yunendliche%w %rRubinew!",
"Du hast nun %yunendlich viele%w %rRubine%w!",
"Vous avez maintenant des %yRubis en& quantité illimitée%w!"),
GIMESSAGE(RG_SKELETON_KEY, ITEM_KEY_SMALL, "You found the %rSkeleton Key%w!",
"Du hast den %rSkelettschlüssel%w gefunden!", "Vous avez trouvé la %rClé Squelette%w!"),
GIMESSAGE(RG_DEKU_STICK_BAG, ITEM_STICK, "You found the %rDeku Stick Bag%w!&You can now hold Deku Sticks!",
"Du hast eine %rDeku-Stab-Tasche%w&gefunden! Nun kannst Du &%yDeku-Stäbe%w halten!",
"Du hast eine %rDeku-Stab-Tasche%w&gefunden! Nun kannst Du &%yDeku-Stäbe%w verwenden!",
"Vous avez trouvé le %rSac de Bâtons&Mojo%w!&Vous pouvez maintenant porter des&Bâtons Mojo!"),
GIMESSAGE(RG_DEKU_NUT_BAG, ITEM_NUT, "You found the %rDeku Nut Bag%w!&You can now hold Deku Nuts!",
"Du hast eine %rDeku-Nuß-Tasche%w&gefunden! Nun kannst Du &%yDeku-Nüsse%w halten!",
"Du hast eine %rDeku-Nuß-Tasche%w&gefunden! Nun kannst Du &%yDeku-Nüsse%w verwenden!",
"Vous avez trouvé le %rSac de Noix& Mojo%w!&Vous pouvez maintenant porter des&Noix Mojo!"),
} };
CreateGetItemMessages(getItemMessages);

View file

@ -167,6 +167,7 @@ void SaveManager::LoadRandomizer() {
Rando::ItemOverride(static_cast<RandomizerCheck>(i), rg));
SaveManager::Instance->LoadStruct("trickName", [&]() {
SaveManager::Instance->LoadData("english", randoContext->GetItemOverride(i).GetTrickName().english);
SaveManager::Instance->LoadData("german", randoContext->GetItemOverride(i).GetTrickName().german);
SaveManager::Instance->LoadData("french", randoContext->GetItemOverride(i).GetTrickName().french);
});
}
@ -264,9 +265,10 @@ void SaveManager::SaveRandomizer(SaveContext* saveContext, int sectionID, bool f
SaveManager::Instance->SaveStruct("trickName", [&]() {
SaveManager::Instance->SaveData("english",
randoContext->GetItemOverride(i).GetTrickName().GetEnglish());
SaveManager::Instance->SaveData("german",
randoContext->GetItemOverride(i).GetTrickName().GetGerman());
SaveManager::Instance->SaveData("french",
randoContext->GetItemOverride(i).GetTrickName().GetFrench());
// TODO: German (trick names don't have german translations yet)
});
}
if (randoContext->GetItemLocation(i)->HasCustomPrice()) {