RT_WATER_IRON_BOOTS_LEDGE_GRAB (#6009)
https://www.youtube.com/watch?v=x8k3XJHiMOs
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@@ -30,12 +30,12 @@ void RegionTable_Init_WaterTemple() {
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Entrance(RR_WATER_TEMPLE_WEST_LOWER, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return logic->Get(LOGIC_WATER_LOW_FROM_HIGH) && logic->SmallKeys(SCENE_WATER_TEMPLE, 5);}),
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Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE)) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}),
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Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, []{return (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, []{return ((logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT)) || (logic->Get(LOGIC_WATER_HIGH) && ctx->GetTrickOption(RT_WATER_IRON_BOOTS_LEDGE_GRAB) && logic->TakeDamage() && logic->HasItem(RG_BRONZE_SCALE) && logic->CanUse(RG_IRON_BOOTS));}),
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Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, []{return logic->Get(LOGIC_WATER_MIDDLE);}),
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Entrance(RR_WATER_TEMPLE_HIGH_WATER, []{return logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DAMAGE_BOOST) && logic->CanUse(RG_BOMB_BAG) && logic->TakeDamage()));}),
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Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, []{return (logic->Get(LOGIC_WATER_LOW_FROM_HIGH) || logic->Get(LOGIC_WATER_MIDDLE)) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->Get(LOGIC_WATER_MIDDLE))));}),
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Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, []{return logic->Get(LOGIC_WATER_HIGH) && logic->SmallKeys(SCENE_WATER_TEMPLE, 4);}),
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Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, []{return (logic->Get(LOGIC_WATER_HIGH) && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}),
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Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, []{return (logic->Get(LOGIC_WATER_HIGH) && (logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_IRON_BOOTS_LEDGE_GRAB) && logic->IsAdult && logic->HasItem(RG_BRONZE_SCALE) && logic->CanUse(RG_IRON_BOOTS)))) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}),
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});
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areaTable[RR_WATER_TEMPLE_EAST_LOWER] = Region("Water Temple East Lower", SCENE_WATER_TEMPLE, {
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@@ -326,7 +326,7 @@ void RegionTable_Init_WaterTemple() {
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Entrance(RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE, []{return logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS);}),
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Entrance(RR_WATER_TEMPLE_MQ_2F_CENTRAL, []{return (logic->MQWaterLevel(WL_LOW_OR_MID) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, []{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, []{return (logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, []{return (logic->MQWaterLevel(WL_HIGH) && (logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_IRON_BOOTS_LEDGE_GRAB) && logic->IsAdult && logic->HasItem(RG_BRONZE_SCALE) && logic->CanUse(RG_IRON_BOOTS)))) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}),
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//Jumping across is possible but a trick due to the janky ledge
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Entrance(RR_WATER_TEMPLE_MQ_HIGH_EMBLEM, []{return logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS));}),
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//room access is (logic->IsAdult || (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT)))
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@@ -342,7 +342,7 @@ void RegionTable_Init_WaterTemple() {
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Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return true;}),
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Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F, []{return logic->MQWaterLevel(WL_LOW_OR_MID);}),
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Entrance(RR_WATER_TEMPLE_MQ_STORAGE_ROOM, []{return logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_WATER_TEMPLE_MQ_STORAGE_ROOM, []{return logic->CanUse(RG_HOOKSHOT) || (logic->Get(LOGIC_WATER_HIGH) && ctx->GetTrickOption(RT_WATER_IRON_BOOTS_LEDGE_GRAB) && logic->HasItem(RG_BRONZE_SCALE) && logic->CanUse(RG_IRON_BOOTS));}),
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Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F, []{return logic->MQWaterLevel(WL_LOW_OR_MID) && (logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS)) && logic->CanUse(RG_HOOKSHOT);}),
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Entrance(RR_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY, []{return logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_HOVER_BOOTS);}),
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});
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@@ -3965,6 +3965,7 @@ typedef enum {
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RT_WATER_CHILD_DRAGON,
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RT_WATER_MQ_CENTRAL_PILLAR,
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RT_WATER_MQ_LOCKED_GS,
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RT_WATER_IRON_BOOTS_LEDGE_GRAB,
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RT_WATER_MORPHA_WITHOUT_HOOKSHOT,
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RT_LENS_SHADOW,
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RT_LENS_SHADOW_PLATFORM,
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@@ -981,6 +981,12 @@ void Settings::CreateOptions() {
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"Water Temple MQ North Basement GS without Small Key",
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"There is an invisible Hookshot target that can be used to get over the gate that blocks you from going to "
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"this Skulltula early, skipping a small key as well as needing Hovers or Scarecrow to reach the locked door.");
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OPT_TRICK(
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RT_WATER_IRON_BOOTS_LEDGE_GRAB, RCQUEST_BOTH, RA_WATER_TEMPLE, { Tricks::Tag::NOVICE, Tricks::Tag::GLITCH },
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"Water Temple Ledge Grab While Surfacing with Iron Boots",
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"Diving in front of ledge tapping B to swim up faster, then equipping iron boots while surfacing allows you to "
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"ledge grab to the higher ground. This can be used to reach ledge to boss door and vanilla compass chest, or "
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"MQ storage room");
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OPT_TRICK(RT_WATER_MORPHA_WITHOUT_HOOKSHOT, RCQUEST_BOTH, RA_WATER_TEMPLE, { Tricks::Tag::EXTREME },
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"Water Temple Morpha without Hookshot", "It is possible to slash at Morpha without hookshot.");
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OPT_TRICK(RT_LENS_SHADOW, RCQUEST_VANILLA, RA_SHADOW_TEMPLE, { Tricks::Tag::NOVICE },
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