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Stone Umbrella: remove needing to be able to kill GS, add getting on umbrella as a simple damage boost
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1 changed files with 6 additions and 3 deletions
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@ -145,16 +145,18 @@ void RegionTable_Init_ShadowTemple() {
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Entrance(RR_SHADOW_TEMPLE_STONE_UMBRELLA, []{return true;}),
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Entrance(RR_SHADOW_TEMPLE_STONE_UMBRELLA, []{return true;}),
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});
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});
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// See MQ for comments
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areaTable[RR_SHADOW_TEMPLE_STONE_UMBRELLA] = Region("Shadow Temple Stone Umbrella", SCENE_SHADOW_TEMPLE, {}, {
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areaTable[RR_SHADOW_TEMPLE_STONE_UMBRELLA] = Region("Shadow Temple Stone Umbrella", SCENE_SHADOW_TEMPLE, {}, {
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//Locations
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//Locations
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LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_LOWER_CHEST, true),
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LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_LOWER_CHEST, true),
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LOCATION(RC_SHADOW_TEMPLE_GS_FALLING_SPIKES_ROOM, logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_BOOMERANG) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanKillEnemy(RE_GOLD_SKULLTULA))),
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LOCATION(RC_SHADOW_TEMPLE_GS_FALLING_SPIKES_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) ||
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(ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD))),
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LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_1, logic->CanBreakPots()),
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LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_1, logic->CanBreakPots()),
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LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_2, logic->CanBreakPots()),
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LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_2, logic->CanBreakPots()),
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}, {
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}, {
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//Exits
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//Exits
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Entrance(RR_SHADOW_TEMPLE_LOWER_HUGE_PIT, []{return true;}),
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Entrance(RR_SHADOW_TEMPLE_LOWER_HUGE_PIT, []{return true;}),
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Entrance(RR_SHADOW_TEMPLE_STONE_UMBRELLA_UPPER, []{return logic->IsAdult && ((ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET));}),
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Entrance(RR_SHADOW_TEMPLE_STONE_UMBRELLA_UPPER, []{return (ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->TakeDamage()) || (logic->IsAdult && ((ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)));}),
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});
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});
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areaTable[RR_SHADOW_TEMPLE_STONE_UMBRELLA_UPPER] = Region("Shadow Temple Stone Umbrella Upper", SCENE_SHADOW_TEMPLE, {}, {
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areaTable[RR_SHADOW_TEMPLE_STONE_UMBRELLA_UPPER] = Region("Shadow Temple Stone Umbrella Upper", SCENE_SHADOW_TEMPLE, {}, {
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@ -519,6 +521,7 @@ void RegionTable_Init_ShadowTemple() {
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areaTable[RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM] = Region("Shadow Temple MQ Stone Umbrella Room", SCENE_SHADOW_TEMPLE, {}, {
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areaTable[RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM] = Region("Shadow Temple MQ Stone Umbrella Room", SCENE_SHADOW_TEMPLE, {}, {
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//Locations
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//Locations
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LOCATION(RC_SHADOW_TEMPLE_MQ_FALLING_SPIKES_LOWER_CHEST, true),
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LOCATION(RC_SHADOW_TEMPLE_MQ_FALLING_SPIKES_LOWER_CHEST, true),
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//GS can be killed with pot
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//Assuming the known setup for RT_SHADOW_UMBRELLA and RT_SHADOW_UMBRELLA_GS, probably possible without sword + shield.
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//Assuming the known setup for RT_SHADOW_UMBRELLA and RT_SHADOW_UMBRELLA_GS, probably possible without sword + shield.
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//Handling the trick here instead of upper as using the block to climb is not a valid method for getting this skull without other tricks to use the block before it is intended
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//Handling the trick here instead of upper as using the block to climb is not a valid method for getting this skull without other tricks to use the block before it is intended
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LOCATION(RC_SHADOW_TEMPLE_MQ_GS_FALLING_SPIKES_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) ||
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LOCATION(RC_SHADOW_TEMPLE_MQ_GS_FALLING_SPIKES_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) ||
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@ -530,7 +533,7 @@ void RegionTable_Init_ShadowTemple() {
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//Exits
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//Exits
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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();});}),
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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();});}),
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//Assuming the known setup for RT_SHADOW_UMBRELLA, probably possible without sword + shield
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//Assuming the known setup for RT_SHADOW_UMBRELLA, probably possible without sword + shield
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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)));}),
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Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA, []{return (ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->TakeDamage()) || (logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD))));}),
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});
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});
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areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA] = Region("Shadow Temple MQ Upper Stone Umbrella", SCENE_SHADOW_TEMPLE, {}, {
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areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA] = Region("Shadow Temple MQ Upper Stone Umbrella", SCENE_SHADOW_TEMPLE, {}, {
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