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 5e8977903..3c873a1eb 100644 --- a/soh/soh/Enhancements/randomizer/location_access/dungeons/shadow_temple.cpp +++ b/soh/soh/Enhancements/randomizer/location_access/dungeons/shadow_temple.cpp @@ -115,7 +115,7 @@ void RegionTable_Init_ShadowTemple() { Entrance(RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR_B3, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA);}), }); - areaTable[RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR_B3] = Region("Shadow Temple B2 to B3 Corridor B2", SCENE_SHADOW_TEMPLE, {}, {}, { + areaTable[RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR_B3] = Region("Shadow Temple B2 to B3 Corridor B3", SCENE_SHADOW_TEMPLE, {}, {}, { //Exits Entrance(RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR_B2, []{return logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_SHADOW_TEMPLE_UPPER_HUGE_PIT, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA);}), @@ -149,8 +149,8 @@ void RegionTable_Init_ShadowTemple() { areaTable[RR_SHADOW_TEMPLE_STONE_UMBRELLA] = Region("Shadow Temple Stone Umbrella", SCENE_SHADOW_TEMPLE, {}, { //Locations LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_LOWER_CHEST, true), - LOCATION(RC_SHADOW_TEMPLE_GS_FALLING_SPIKES_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) || - (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD))), + //Assuming the known setup for RT_SHADOW_UMBRELLA and RT_SHADOW_UMBRELLA_GS, probably possible without sword + shield. + LOCATION(RC_SHADOW_TEMPLE_GS_FALLING_SPIKES_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD))), LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_1, logic->CanBreakPots()), LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_2, logic->CanBreakPots()), }, { @@ -389,7 +389,7 @@ void RegionTable_Init_ShadowTemple() { LOCATION(RC_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_POT_2, logic->CanBreakPots()), }, { //Exits - Entrance(RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_START, []{return true;}), + Entrance(RR_SHADOW_TEMPLE_WHISPERING_WALLS_START, []{return ctx->GetTrickOption(RT_LENS_SHADOW) || logic->CanUse(RG_LENS_OF_TRUTH);}), Entrance(RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_SIDE_ROOM, []{return true;}), }); @@ -457,13 +457,13 @@ void RegionTable_Init_ShadowTemple() { //WARNING if there's any way past here to ship without already reaching the other side the key logic in this dungeon becomes Quantum }); - areaTable[RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR_B2] = Region("Shadow Temple MQ B2 to B3 Corridor", SCENE_SHADOW_TEMPLE, {}, {}, { + areaTable[RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR_B2] = Region("Shadow Temple MQ B2 to B3 Corridor B2", SCENE_SHADOW_TEMPLE, {}, {}, { //Exits Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}), Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return true;}), }); - areaTable[RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR_B3] = Region("Shadow Temple MQ B2 to B3 Corridor", SCENE_SHADOW_TEMPLE, {}, {}, { + areaTable[RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR_B3] = Region("Shadow Temple MQ B2 to B3 Corridor B3", SCENE_SHADOW_TEMPLE, {}, {}, { //Exits Entrance(RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR_B3, []{return logic->CanUse(RG_HOOKSHOT);}), Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return true;}), @@ -525,8 +525,7 @@ void RegionTable_Init_ShadowTemple() { //GS can be killed with pot //Assuming the known setup for RT_SHADOW_UMBRELLA and RT_SHADOW_UMBRELLA_GS, probably possible without sword + shield. //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 - LOCATION(RC_SHADOW_TEMPLE_MQ_GS_FALLING_SPIKES_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) || - (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD))), + LOCATION(RC_SHADOW_TEMPLE_MQ_GS_FALLING_SPIKES_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD))), LOCATION(RC_SHADOW_TEMPLE_MQ_LOWER_UMBRELLA_WEST_POT, logic->CanBreakPots()), LOCATION(RC_SHADOW_TEMPLE_MQ_LOWER_UMBRELLA_EAST_POT, logic->CanBreakPots()), LOCATION(RC_SHADOW_TEMPLE_MQ_UPPER_UMBRELLA_SOUTH_POT, logic->CanUse(RG_BOOMERANG)), diff --git a/soh/soh/Enhancements/randomizer/settings.cpp b/soh/soh/Enhancements/randomizer/settings.cpp index 5f8c60ac0..4322c824e 100644 --- a/soh/soh/Enhancements/randomizer/settings.cpp +++ b/soh/soh/Enhancements/randomizer/settings.cpp @@ -970,15 +970,14 @@ void Settings::CreateOptions() { "where the eye is."); OPT_TRICK(RT_SHADOW_UMBRELLA, RCQUEST_BOTH, RA_SHADOW_TEMPLE, { Tricks::Tag::EXPERT }, "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 " + "A very precise Hover Boots movement from off of the lower chest can get you on top of the falling " "spikes without needing to pull the block. 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 " + "you on top of the falling 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\"."); + "Vanilla and Master Quest. Assumes you can always reach the upper level of the room."); 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.");