From ac928fff62836ae3f3edaf54b1750b1512ca2c9c Mon Sep 17 00:00:00 2001 From: Demur Rumed Date: Sat, 12 Jul 2025 13:11:57 +0000 Subject: [PATCH] RT_SHADOW_UMBRELLA_CLIP This is technically a glitch, but offers a novice trick & less requirements Particularly important in doorsanity for child access --- .../location_access/dungeons/shadow_temple.cpp | 10 +++++----- soh/soh/Enhancements/randomizer/randomizerTypes.h | 1 + soh/soh/Enhancements/randomizer/settings.cpp | 6 +++++- 3 files changed, 11 insertions(+), 6 deletions(-) diff --git a/soh/soh/Enhancements/randomizer/location_access/dungeons/shadow_temple.cpp b/soh/soh/Enhancements/randomizer/location_access/dungeons/shadow_temple.cpp index d276fc418..ff4aad7cd 100644 --- a/soh/soh/Enhancements/randomizer/location_access/dungeons/shadow_temple.cpp +++ b/soh/soh/Enhancements/randomizer/location_access/dungeons/shadow_temple.cpp @@ -57,8 +57,8 @@ void RegionTable_Init_ShadowTemple() { LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_VISIBLE_CHEST, logic->CanJumpslashExceptHammer()), LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_INVISIBLE_CHEST, logic->CanJumpslashExceptHammer()), LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_LOWER_CHEST, true), - LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_UPPER_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)), - LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_SWITCH_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)), + LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_UPPER_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || ctx->GetTrickOption(RT_SHADOW_UMBRELLA_CLIP) || logic->HasItem(RG_GORONS_BRACELET)), + LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_SWITCH_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || ctx->GetTrickOption(RT_SHADOW_UMBRELLA_CLIP) || logic->HasItem(RG_GORONS_BRACELET)), LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_SPIKES_CHEST, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH))), LOCATION(RC_SHADOW_TEMPLE_FREESTANDING_KEY, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT) && (logic->CanUse(RG_BOMB_BAG) || logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_FREESTANDING_KEY) && logic->CanUse(RG_BOMBCHU_5)))), LOCATION(RC_SHADOW_TEMPLE_GS_LIKE_LIKE_ROOM, logic->CanJumpslashExceptHammer()), @@ -66,8 +66,8 @@ void RegionTable_Init_ShadowTemple() { LOCATION(RC_SHADOW_TEMPLE_GS_SINGLE_GIANT_POT, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT)), LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_1, logic->CanBreakPots()), LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_2, logic->CanBreakPots()), - LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_3, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)), - LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_4, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)), + LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_3, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || ctx->GetTrickOption(RT_SHADOW_UMBRELLA_CLIP) || logic->HasItem(RG_GORONS_BRACELET)), + LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_4, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || ctx->GetTrickOption(RT_SHADOW_UMBRELLA_CLIP) || logic->HasItem(RG_GORONS_BRACELET)), //We cannot repeat the MQ invisible blades trick for these hearts as the like-like does not respawn if the room is cleared LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_LEFT_HEART, (logic->CanUse(RG_SONG_OF_TIME) && logic->IsAdult) || logic->CanUse(RG_BOOMERANG)), LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_RIGHT_HEART, (logic->CanUse(RG_SONG_OF_TIME) && logic->IsAdult) || logic->CanUse(RG_BOOMERANG)), @@ -243,7 +243,7 @@ void RegionTable_Init_ShadowTemple() { //Exits Entrance(RR_SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT, []{return Here(RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM, []{return ctx->GetTrickOption(RT_VISIBLE_COLLISION) || logic->CanHitSwitch();});}), //Assuming the known setup for RT_SHADOW_UMBRELLA, probably possible without sword + shield - Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD)));}), + Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA, []{return ctx->GetTrickOption(RT_SHADOW_UMBRELLA_CLIP) || (logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD))));}), }); areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA] = Region("Shadow Temple MQ Upper Stone Umbrella", SCENE_SHADOW_TEMPLE, {}, { diff --git a/soh/soh/Enhancements/randomizer/randomizerTypes.h b/soh/soh/Enhancements/randomizer/randomizerTypes.h index 15a2fbd37..095fb09e0 100644 --- a/soh/soh/Enhancements/randomizer/randomizerTypes.h +++ b/soh/soh/Enhancements/randomizer/randomizerTypes.h @@ -3665,6 +3665,7 @@ typedef enum { RT_LENS_SHADOW_PLATFORM, RT_LENS_BONGO, RT_SHADOW_UMBRELLA, + RT_SHADOW_UMBRELLA_CLIP, RT_SHADOW_UMBRELLA_GS, RT_SHADOW_FREESTANDING_KEY, RT_SHADOW_STATUE, diff --git a/soh/soh/Enhancements/randomizer/settings.cpp b/soh/soh/Enhancements/randomizer/settings.cpp index 5f8c60ac0..e807c1cbf 100644 --- a/soh/soh/Enhancements/randomizer/settings.cpp +++ b/soh/soh/Enhancements/randomizer/settings.cpp @@ -972,13 +972,17 @@ void Settings::CreateOptions() { "Shadow Temple Stone Umbrella Skip", "A very precise Hover Boots movement from off of the lower chest can get you on top of the crushing " "spikes without needing to pull the block. Applies to both Vanilla and Master Quest."); + OPT_TRICK(RT_SHADOW_UMBRELLA_CLIP, RCQUEST_BOTH, RA_SHADOW_TEMPLE, { Tricks::Tag::NOVICE, Tricks::Tag::GLITCH }, + "Shadow Temple Stone Umbrella Clip", + "Backflipping as the falling spikes fall clips above without needing any other requirements. " + "Applies to both Vanilla and Master Quest."); OPT_TRICK(RT_SHADOW_UMBRELLA_GS, RCQUEST_BOTH, RA_SHADOW_TEMPLE, { Tricks::Tag::EXPERT }, "Shadow Temple Falling Spikes GS with Hover Boots", "After killing the Skulltula, a very precise Hover Boots movement from off of the lower chest can get " "you on top of the crushing spikes without needing to pull the block. From there, another very precise " "Hover Boots movement can be used to obtain the token without needing the Hookshot. Applies to both " "Vanilla and Master Quest. For obtaining the chests in this room with just Hover Boots, be sure to " - "enable \"Shadow Temple Stone Umbrella Skip\"."); + "enable \"Shadow Temple Stone Umbrella Skip\" or \"Shadow Temple Stone Umbrella Clip\"."); OPT_TRICK(RT_SHADOW_FREESTANDING_KEY, RCQUEST_VANILLA, RA_SHADOW_TEMPLE, { Tricks::Tag::NOVICE }, "Shadow Temple Freestanding Key with Bombchu", "Release the Bombchu with good timing so that it explodes near the bottom of the pot.");