Implements object_custom_equip objects that adds more support to have items modified by modders without having to export with hands or do xml edits to load hands. This is autonomous if exported as a object_custom_equip
Also adds non existing DisplayList for items that originally did not have a DisplayList. Longshot and Big Goron Sword Sheath is 2 examples
Add the ability to Randomize All Music and sfx based on file Rando seed.
Add the ability to Randomize All cosmetics based on file rando seed.
Add combobox for selection:
- Disabled: No music or sound effects are randomized.
- On New Scene: Randomizes when you enter a new scene.
- On Rando Gen Only: Randomizes only when you generate a new randomizer
- On File Load: Randomizes on File Load.
- On File Load (Seeded): Randomizes on file load based on the current randomizer seed/file.
Removed checkboxes.
- The "firstInput" stat is set on first input in game. Used for RTA
Timing.
- The "fileCreatedAt" stat is now set when then save file is created
(After the player is done entering the file name). Useful for seeding
non rando randomizers like Mirrorworld, Enemy Randomizer, extraTraps,
etc.
massively improves the "File Select More Info" enhancement:
- Moves it to a separate file
- Moves it to VB
- Adds triforce pieces & fishing pole
- General cleanup
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
Also allow Giant's Knife to logically hit these switches
Ganon's Castle diamond switch can be hit with bomb by setting bomb down instead of shield dropping
Distinct from unintuitive jumps in that I'm unable to get it consistently even after trying a couple times,
even after trying to find some mix of ledge grabbing & ESS turning to try at least put it down to roll timing
* Removed LocationAccess::CanBuy and added GetCheckPrice.
* Made the Magic Bean Salesman a merchant.
* Replaced CanBuyAnother with GetWalletCapacity and inline comparison for easier readability.
Coming back from block room to hub, the clip is different, instead it's by wall that both ages can get past with pretty specific sidehop. This is pretty niche since generally logic isn't doing reverse ice cavern
split upper area into region rather than using logic val to manage access from below
2 fixes: adult can groundjump up the middle, child can make the trick with hammer