Combine mq/vanilla flame wall skip tricks, include child skipping wall in MQ lobby (#5814)
Checked that logic past fire wall handles child logic To get past without taking damage: Z-target wall to left of fire wall. Turn left. 2 ESS turns right. Side hop
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@@ -261,7 +261,7 @@ void RegionTable_Init_FireTemple() {
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Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanGroundJump();}),
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Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_SIDE_ROOM, []{return true;}),
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Entrance(RR_FIRE_TEMPLE_WEST_CENTRAL_LOWER, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 8);}),
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Entrance(RR_FIRE_TEMPLE_LATE_FIRE_MAZE, []{return ctx->GetTrickOption(RT_FIRE_FLAME_MAZE) || false;}),
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Entrance(RR_FIRE_TEMPLE_LATE_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_SKIP_FLAME_WALLS);}),
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});
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areaTable[RR_FIRE_TEMPLE_FIRE_MAZE_UPPER] = Region("Fire Temple Fire Maze Upper", SCENE_FIRE_TEMPLE, {
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@@ -363,7 +363,7 @@ void RegionTable_Init_FireTemple() {
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//Exits
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Entrance(RR_FIRE_TEMPLE_ENTRYWAY, []{return true;}),
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Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return true;}),
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Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return logic->IsAdult || logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return logic->IsAdult || logic->CanUse(RG_HOOKSHOT) || ctx->GetTrickOption(RT_FIRE_SKIP_FLAME_WALLS);}),
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Entrance(RR_FIRE_TEMPLE_MQ_STALFOS_ROOM, []{return logic->SmallKeys(SCENE_FIRE_TEMPLE, 5);}),
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});
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@@ -666,7 +666,7 @@ void RegionTable_Init_FireTemple() {
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Entrance(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return true;}),
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Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS, []{return logic->IsAdult || logic->CanUse(RG_SONG_OF_TIME) || logic->CanUse(RG_HOVER_BOOTS);}),
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//Hover boots get there via the platforms
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Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}),
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Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_SKIP_FLAME_WALLS);}),
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Entrance(RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE, []{return logic->Get(LOGIC_FIRE_MQ_OPENED_FIRE_MAZE_DOOR);}),
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});
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@@ -688,13 +688,13 @@ void RegionTable_Init_FireTemple() {
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LOCATION(RC_FIRE_TEMPLE_MQ_FIRE_MAZE_NORTHWEST_POT, logic->CanBreakPots()),
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}, {
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//Exits
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Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, []{return logic->IsAdult || ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}),
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Entrance(RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}),
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Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, []{return logic->IsAdult || ctx->GetTrickOption(RT_FIRE_SKIP_FLAME_WALLS);}),
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Entrance(RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_SKIP_FLAME_WALLS);}),
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});
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areaTable[RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE] = Region("Fire Temple MQ West Fire Maze", SCENE_FIRE_TEMPLE, {}, {}, {
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Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PAST_WALL, []{return true;}),
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Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}),
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Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_SKIP_FLAME_WALLS);}),
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});
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//this area exists for the pots in case we void warp to the top of fire somehow, because there's no way to get back the way we came
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@@ -4041,7 +4041,7 @@ typedef enum {
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RT_FIRE_SOT,
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RT_FIRE_STRENGTH,
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RT_FIRE_SCARECROW,
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RT_FIRE_FLAME_MAZE,
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RT_FIRE_SKIP_FLAME_WALLS,
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RT_FIRE_MQ_NEAR_BOSS,
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RT_FIRE_MQ_BLOCKED_CHEST,
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RT_FIRE_MQ_BK_CHEST,
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@@ -4050,7 +4050,6 @@ typedef enum {
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RT_FIRE_MQ_MAZE_HOVERS,
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RT_FIRE_MQ_MAZE_JUMP,
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RT_FIRE_MQ_ABOVE_MAZE_GS,
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RT_FIRE_MQ_FLAME_MAZE,
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RT_WATER_LONGSHOT_TORCH,
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RT_WATER_CRACKED_WALL_HOVERS,
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RT_WATER_CRACKED_WALL,
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@@ -848,11 +848,13 @@ void Settings::CreateOptions() {
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"Fire Temple East Tower without Scarecrow\'s Song",
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"Also known as \"Pixelshot\". The Longshot can reach the target on the elevator itself, allowing you to "
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"skip needing to spawn the scarecrow.");
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OPT_TRICK(RT_FIRE_FLAME_MAZE, RCQUEST_VANILLA, RA_FIRE_TEMPLE, { Tricks::Tag::INTERMEDIATE },
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"Fire Temple Flame Wall Maze Skip",
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"If you move quickly you can sneak past the edge of a flame wall before it can rise up to block you. To "
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"do it without taking damage is more precise. Allows you to progress without needing either a Small Key "
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"or Hover Boots.");
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OPT_TRICK(RT_FIRE_SKIP_FLAME_WALLS, RCQUEST_BOTH, RA_FIRE_TEMPLE, { Tricks::Tag::INTERMEDIATE },
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"Fire Temple Skip Flame Walls",
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"If you move quickly you can sneak past the edge of a flame wall before rises up to block you. To "
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"do it without taking damage is more precise. Allows progress without needing either a Small Key or "
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"Hover Boots. In MQ if either \"Fire Temple MQ Lower to Upper Lizalfos Maze with Hover Boots\" or "
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"\"with Precise Jump\" are enabled, this also allows progress deeper into the dungeon without Hookshot.\n"
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"Child can sidehop past fire wall in MQ lobby.");
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OPT_TRICK(RT_FIRE_MQ_NEAR_BOSS, RCQUEST_MQ, RA_FIRE_TEMPLE, { Tricks::Tag::NOVICE },
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"Fire Temple MQ Chest Near Boss without Breaking Crate",
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"The hitbox for the torch extends a bit outside of the crate. Shoot a flaming arrow at the side of the "
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@@ -889,13 +891,6 @@ void Settings::CreateOptions() {
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"Fire Temple MQ Above Flame Wall Maze GS from Below with Longshot",
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"The floor of the room that contains this Skulltula is only solid from above. From the maze below, the "
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"Longshot can be shot through the ceiling to obtain the token with two fewer small keys than normal.");
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OPT_TRICK(
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RT_FIRE_MQ_FLAME_MAZE, RCQUEST_MQ, RA_FIRE_TEMPLE, { Tricks::Tag::INTERMEDIATE },
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"Fire Temple MQ Flame Wall Maze Skip",
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"If you move quickly you can sneak past the edge of a flame wall before it can rise up to block you. To do it "
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"without taking damage is more precise. Allows you to reach the side room GS without needing Song of Time or "
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"Hover Boots. If either of \"Fire Temple MQ Lower to Upper Lizalfos Maze with Hover Boots\" or \"with Precise "
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"Jump\" are enabled, this also allows you to progress deeper into the dungeon without Hookshot.");
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OPT_TRICK(RT_WATER_LONGSHOT_TORCH, RCQUEST_VANILLA, RA_WATER_TEMPLE, { Tricks::Tag::NOVICE },
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"Water Temple Torch Longshot",
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"Stand on the eastern side of the central pillar and longshot the torches on the bottom level. Swim "
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