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SettingsList.py
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SettingsList.py
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import argparse
import difflib
from itertools import chain
import re
import math
import json
import operator
from Colors import get_tunic_color_options, get_navi_color_options, get_sword_trail_color_options, \
get_bombchu_trail_color_options, get_boomerang_trail_color_options, get_gauntlet_color_options, \
get_magic_color_options, get_heart_color_options, get_shield_frame_color_options, get_a_button_color_options,\
get_b_button_color_options, get_c_button_color_options, get_start_button_color_options
from Hints import HintDistList, HintDistTips, gossipLocations
from Item import ItemInfo
from Location import LocationIterator
from LocationList import location_table
import Sounds as sfx
import StartingItems
from Utils import data_path
# holds the info for a single setting
class Setting_Info():
def __init__(self, name, type, gui_text, gui_type, shared, choices, default=None, disabled_default=None, disable=None, gui_tooltip=None, gui_params=None, cosmetic=False):
self.name = name # name of the setting, used as a key to retrieve the setting's value everywhere
self.type = type # type of the setting's value, used to properly convert types to setting strings
self.shared = shared # whether or not the setting is one that should be shared, used in converting settings to a string
self.cosmetic = cosmetic # whether or not the setting should be included in the cosmetic log
self.gui_text = gui_text
self.gui_type = gui_type
if gui_tooltip is None:
self.gui_tooltip = ""
else:
self.gui_tooltip = gui_tooltip
if gui_params == None:
gui_params = {}
self.gui_params = gui_params # additional parameters that the randomizer uses for the gui
self.disable = disable # dictionary of settings this this setting disabled
self.dependency = None # lambda the determines if this is disabled. Generated later
# dictionary of options to their text names
if isinstance(choices, list):
self.choices = {k: k for k in choices}
self.choice_list = list(choices)
else:
self.choices = dict(choices)
self.choice_list = list(choices.keys())
self.reverse_choices = {v: k for k, v in self.choices.items()}
# number of bits needed to store the setting, used in converting settings to a string
if shared:
if self.gui_params.get('min') and self.gui_params.get('max') and not choices:
self.bitwidth = math.ceil(math.log(self.gui_params.get('max') - self.gui_params.get('min') + 1, 2))
else:
self.bitwidth = self.calc_bitwidth(choices)
else:
self.bitwidth = 0
# default value if undefined/unset
if default != None:
self.default = default
elif self.type == bool:
self.default = False
elif self.type == str:
self.default = ""
elif self.type == int:
self.default = 0
elif self.type == list:
self.default = []
elif self.type == dict:
self.default = {}
# default value if disabled
if disabled_default == None:
self.disabled_default = self.default
else:
self.disabled_default = disabled_default
# used to when random options are set for this setting
if 'distribution' not in gui_params:
self.gui_params['distribution'] = [(choice, 1) for choice in self.choice_list]
def calc_bitwidth(self, choices):
count = len(choices)
if count > 0:
if self.type == list:
# Need two special values for terminating additive and subtractive lists
count = count + 2
return math.ceil(math.log(count, 2))
return 0
class Checkbutton(Setting_Info):
def __init__(self, name, gui_text, gui_tooltip=None, disable=None,
disabled_default=None, default=False, shared=False, gui_params=None, cosmetic=False):
choices = {
True: 'checked',
False: 'unchecked',
}
super().__init__(name, bool, gui_text, 'Checkbutton', shared, choices, default, disabled_default, disable, gui_tooltip, gui_params, cosmetic)
class Combobox(Setting_Info):
def __init__(self, name, gui_text, choices, default, gui_tooltip=None, disable=None,
disabled_default=None, shared=False, gui_params=None, cosmetic=False, multiple_select=False):
gui_type = 'Combobox' if not multiple_select else 'MultipleSelect'
type = str if not multiple_select else list
super().__init__(name, type, gui_text, gui_type, shared, choices, default, disabled_default, disable, gui_tooltip, gui_params, cosmetic)
class Scale(Setting_Info):
def __init__(self, name, gui_text, min, max, default, step=1,
gui_tooltip=None, disable=None, disabled_default=None,
shared=False, gui_params=None, cosmetic=False):
choices = {
i: str(i) for i in range(min, max+1, step)
}
if gui_params == None:
gui_params = {}
gui_params['min'] = min
gui_params['max'] = max
gui_params['step'] = step
super().__init__(name, int, gui_text, 'Scale', shared, choices, default, disabled_default, disable, gui_tooltip, gui_params, cosmetic)
logic_glitches = {
'All Uses Enabled': {
'name' : 'glitch_insane',
'tags' : ("General", "Component",),
'tooltip' : '''\
When this option is enabled, all possible repeatable
applications of enabled glitches are in logic.
When disabled, only tamer applications of enabled glitches
will be in logic. Check the glitched logic page on the
wiki for exact details.
This will be a checkbox later, but I've made it a toggle
for the time being, for testing purposes.
'''},
'Damage Hovers': {
'name' : 'glitch_hover',
'tags' : ("General",),
'tooltip' : '''\
By getting ISG, holding shield, and backflipping
into a source of damage, you can get stuck in the
air. Repeatedly doing this can allow you to gain
significant height and distance.
By default, only considers bomb hovers of 10 bombs or
bombchus, or of stationary, predictable enemies
are in logic. "All Uses Enabled" puts all bomb
hovers up to 20 bombs and 50 chus into logic,
as well as some tricky enemies such as Tektites.
'''},
'Putaway Ocarina Items': {
'name' : 'glitch_oi',
'tags' : ("General",),
'tooltip' : '''\
The act of playing a fake ocarina by putting
away a filled bottle and pressing the button
the bottle is on one frame later. Only this method
of OI is in logic, as the other primary method
can overwrite items if you use the wrong item.
This can be used to play Sun's Song in the
Treasure Chest minigame to reset the chests
without resetting the doors, allowing you to
get the reward without lens or perfect RNG.
'''},
'Equip Swap': {
'name' : 'glitch_equipswap',
'tags' : ("General", "Component",),
'tooltip' : '''\
By highlighting an item you want to equip, pressing
Z or R to switch to the next pause screen, then pressing
R or Z to return, and pressing up-left (if coming from
the map) or up-right (if coming from the equipment
screen) and a c-button at the same time on the right frame,
you can equip age-restricted items as the wrong age.
Logically requires Din's fire as adult and sticks or
Din's as child, due to rando-specific inventory changes.
Only equip swapping boomerang, hammer, sticks, or
slingshot (Using slingshot as adult requires you to have
a quiver, and it fires a deku seed) is logically relevant.
DO NOT USE EQUIP SWAP TO EQUIP A BOTTLE, as this can
overwrite your din's or sticks, potentially making
the seed unbeatable.
'''},
'All Superslides': {
'name' : 'glitch_slide',
'tags' : ("General", "Component",),
'tooltip' : '''\
Includes superslides, ESS, WESS, and HESS. While,
in normal circumstances, these glitches are usually
done to move quickly, they can also be used to bypass
cylindrical collision (e.g. boulders) in some cases.
A-slides are never in logic due to the fact that they
require a lot of consecutive frame-perfect inputs to be
remotely useful.
'''},
'Weirdshot and Weirdclip': {
'name' : 'glitch_weirdshot',
'tags' : ("General",),
'tooltip' : '''\
By rolling into an exploding bomb, shielding
the explosion, and pulling out hookshot, bow,
slingshot, or boomerang with precise timing,
you can move the camera and the origin point
of the projectile to below the floor, allowing
you to hookshot or shoot through walls.
Weirdclips are done in the same way, but are
expected to be done with any first-person item.
Magic arrows do not require bow or magic to be
used for this purpose, and you do not need to
be able to actually FIRE the slingshot for this
to work.
Logically adult-only, as, even though child can
weirdshot and weirdclip, it can crash if you execute
the glitch incorrectly.
'''},
# UPDATE: Update this tooltip to include ledge QPA
'Glitched Damage': {
'name' : 'glitch_qpa',
'tags' : ("General",),
'tooltip' : '''\
Jumpslashing with nothing in hand deals numerous different
damage types, and the damage is stored for power
crouchstabs. This is possible by empty jumpslash or by Deku
Stick quick putaway (QPA). The three damage values that are
logically useful are Din's Fire, Ice Arrows, and Slingshot.
To do empty jumpslash, walk slowly and press A to put away
your weapon 2 frames before falling from Hover Boots or a
ledge. Then jumpslash with that weapon on the frame before
falling.
By holding a stick, then pressing A to put it away and using
a cutscene item (Adult trade items, bottled items, or
ocarina) or nuts a frame later, you will get the QPA state.
With QPA a jumpslash that would otherwise activate broken
stick will instead deal glitched damage as the stick gets
put away instantly.
'''},
'Door of Time skip': {
'name' : 'glitch_dot_skip',
'tags' : ("Temple of Time",),
'tooltip' : '''\
With careful movement, you can clip through the
left side of the Door of Time.
Child can do this completely itemlessly.
Adult requires hover boots, Giant's Knife, or
Biggoron's Sword to do this, so it is expected
that you will have at least one of those three
items before doing this clip as EITHER age.
Giant's Knife works even when broken.
DO NOT DO DOT SKIP WITHOUT A WAY
FOR ADULT TO RETURN.
'''},
'Forest Escape': {
'name' : 'glitch_forest_escape',
'tags' : ("Kokiri Forest", "Lost Woods",),
'tooltip' : '''\
Puts all item-using methods of forest escape into
logic. If this is off you will always be expected to
beat Deku Tree first.
Itemless escape is only in logic with All Uses Enabled on.
'''},
'Child Mido Skip': {
'name' : 'glitch_mido_skip',
'tags' : ("Kokiri Forest", "Deku Tree", "Dungeon Entry",),
'tooltip' : '''\
You can bypass Mido when he's blocking the Deku Tree as child
by using a jumpslash in the water to clip out of bounds and
swim below Mido.
This also puts in logic hovering over Mido (from the front and
the back) and megaflipping over him (from the front only) if
those tricks are enabled.
'''},
'Rainbow Bridge Skip': {
'name' : 'glitch_bridge_skip',
'tags' : ("Outside Ganon's Castle", "Ganon's Castle", "Dungeon Entry",),
'tooltip' : '''\
Ganon's castle can be reached early with the use of bomb
hovering or a hoverboots superslide. At least one of those
tricks must also be enabled for this trick to be relevant.
'''},
'Trials Skip': {
'name' : 'glitch_trial_skip',
'tags' : ("Ganon's Castle",),
'tooltip' : '''\
You can skip the barrier inside Ganon's Castle in a few
different ways - the simplest of which is by pulling an
'''},
'Hookshot Jump': {
'name' : 'glitch_hookshot_jump',
'tags' : ("General", "the Graveyard",),
'tooltip' : '''\
With hookshot in hand, hold Z and bonk into a hookshotable
surface, and mash the button for hookshot to enter the
state known as "Invincibility Glitch". Press the button for
hookshot with the right timing to be launched into the air.
'''},
'Early Shadow Temple Entry': {
'name' : 'glitch_shadow_door_skip',
'tags' : ("Shadow Temple", "the Graveyard", "Dungeon Entry",),
'tooltip' : '''\
You can skip the door in front of Shadow Temple as adult
by climbing up a seam by the door and using a ledge clip.
Child can only skip the door by unloading it via the
"Heap Fragmentation" glitch or by bomb hovering
to go above the loading trigger.
'''},
'ZR Boulder Skip': {
'name' : 'glitch_river_boulder_skip',
'tags' : ("Zora's River",),
'tooltip' : '''\
With careful positioning and a well-timed jumpslash,
you can clip out of bounds to get around the boulders
that block the main part of Zora's River as child.
'''},
# UPDATE: This needs a better description
'King Jabu Early': {
'name' : 'glitch_jabu_entry',
'tags' : ("Zora's Fountain", "Jabu Jabu's Belly", "Dungeon Entrance",),
'tooltip' : '''\
With a well-angled jumpslash as child or the use of
hoverboots and explosives as adult, you can enter
Jabu as adult or without giving him a fish.
'''},
# UPDATE: Make this description not suck
'Ledge Cancel': {
'name' : 'glitch_ledge_cancel',
'tags' : ("General",),
'tooltip' : '''\
Climb a ledge and shield damage within 2 frames.
Logically requires bombs or chus+something that
can blow up the chu.
'''},
'Gohma Heart As Adult With Nothing': {
'name' : 'glitch_gohma_skip',
'tags' : ("Deku Tree",),
'tooltip' : '''\
From the Compass room in Deku Tree, you can drop
and jumpslash as adult to reach the loading zone
for Gohma with no items.
'''},
'Deku Crawlspace Skip': {
'name' : 'glitch_deku_crawlspace',
'tags' : ("Deku Tree",),
'tooltip' : '''\
You can get around the crawlspace in Deku B1 by
using hookshot and a short hover. Requires
damage hovers to be in logic.
'''},
'Lake Lab to Domain and Temple': {
'name' : 'glitch_lab_clip',
'tags' : ("Lake Hylia", "Water Temple", "Dungeon Entry",),
'tooltip' : '''\
With a precise backflip, both child and adult can
clip through the corners of the lab to access the
Zora's Domain shortcut and Water Temple.
'''},
'GV Itemless Chicken Jump': {
'name' : 'glitch_gerudo_chicken_itemless',
'tags' : ("Gerudo Valley",),
'tooltip' : '''\
With a lot of precision and spinning, child can
reach the far side of Gerudo Valley with only
the chicken. The regular jump (with a jumpslash)
is default logic.
'''},
'Megaflip': {
'name' : 'glitch_megaflip',
'tags' : ("General",),
'tooltip' : '''\
Shield and backflip away from a bomb just as it
explodes to backflip much further. This considers
both megaflips and megasidehops.
'''},
'Damage Boost': {
'name' : 'not_a_glitch_damage_boost',
'tags' : ("General", "Component",),
'tooltip' : '''\
Not actually a glitch, but glitch-adjacent.
Hold an explosive and Z, and jump off a ledge shortly
before it explodes. Shield-drop the explosive and jumpslash
a frame later.
DO NOT USE THIS TO REACH ZELDA AS CHILD EARLY,
AS THIS CAN SOFTLOCK YOU!
'''},
'Unload Upland Zora': {
'name' : 'glitch_upper_zora',
'tags' : ("Zora's River",),
'tooltip' : '''\
By going out of bounds with a ladder clip, you can unload
the water and waterfall in the upper part of Zora's river
to access the LW shortcut and Zora's Domain with nothing.
'''},
'Enter Deku as Adult': {
'name' : 'glitch_deku_entry',
'tags' : ("Deku Tree", "Kokiri Forest", "Dungeon Entrance",),
'tooltip' : '''\
You can clip through the mouth of the deku tree, or simply
avoid the loading trigger for his mouth by going. Entering
as adult in ER after child has opened the mouth is ALWAYS
in logic.
'''},
# Please update this to include trial skip when sword shuffle is done
'Heap Fragmentation': {
'name' : 'glitch_stairs',
'tags' : ("General", "the Graveyard", "Ganon's Castle", "Goron City", "Component",),
'tooltip' : '''\
By repeatedly crossing some loading triggers, you can cause
memory to "fragment" in such a way that certain objects cannot
be loaded. With just this trick enabled, this includes unloading
the graves - including Dampe's grave and the Royal Tomb - in the
Graveyard, the statue in Goron City that blocks the way to DMC,
and the light trial block.
For unloading the Shadow Temple door to be in logic, you must also
enable the "Early Shadow Temple Entry" glitch.
'''},
'DMT GS Near Kak clip': {
'name' : 'glitch_dmt_gs_clip',
'tags' : ("Death Mountain Trail",),
'tooltip' : '''\
You can clip in to the alcove containing the Gold Skulltula
near Kakariko with a jumpslash from above. Frame-perfect,
and you will take fall damage.
'''},
'Enter Dodongo\'s Cavern Without Explosives': {
'name' : 'glitch_dodongo_entry',
'tags' : ("General",),
'tooltip' : '''\
You can enter Dodongo's Cavern as child without blowing up
the boulder with a sidehop from near the bomb flower, or by
walking OOB from Summit after a short seamwalk.
'''},
'Enter Treasure Chest Minigame During Daytime': {
'name' : 'glitch_treasure_day',
'tags' : ("General",),
'tooltip' : '''\
You can enter the treasure chest minigame during daytime
as child with a jumpslash from the crates near child shooting
and careful maneuvering OoB around the rest of Market.
'''},
'Enter Mask Shop During Nighttime': {
'name' : 'glitch_mask_night',
'tags' : ("General",),
'tooltip' : '''\
You can enter the mask shop during nighttime as child with
a jumpslash from the crates near child shooting and a
well-timed jumpslash and roll to stay OoB until you get to
the Mask Shop entrance.
'''},
'DMT Chest Clip': {
'name' : 'glitch_dmt_chest',
'tags' : ("General",),
'tooltip' : '''\
You can clip past the bombable wall near Goron City with
a well-timed and well-positioned jumpslash.
'''},
'Forest Temple Basement Early': {
'name' : 'glitch_forest_basement',
'tags' : ("General",),
'tooltip' : '''\
You can reach the basement in forest temple by using an
acute angle clip to get OoB, then using hoverboots and
a megasidehop to reach the loading trigger for the basement.
Requires Megaflips to be in logic. Applies to both vanilla
and MQ.
'''},
'Forest Temple BK skip': {
'name' : 'glitch_bk_skip_forest',
'tags' : ("BK Skip", "Forest Temple",),
'tooltip' : '''\
UPDATE: add child vine clip
You can jump into the railing at the top of the
stairway before the first Stalfos fight, perform
a ledge clip, and then jump straight to the loading
zone for the boss fight.
Applies to both vanilla and MQ.
'''},
'Fire Temple BK skip': {
'name' : 'glitch_bk_skip_fire',
'tags' : ("BK Skip", "Fire Temple",),
'tooltip' : '''\
You can hammerslide or HESS from the hammer room to
fall into the loading zone for the boss room from above.
With All Uses Enabled on, this can also consider hovering
from the room before the boss door.
Applies to both vanilla and MQ.
'''},
'Water Temple BK skip': {
'name' : 'glitch_bk_skip_water_vanilla',
'tags' : ("BK Skip", "Water Temple",),
'tooltip' : '''\
UPDATE: Add description here.
ONLY applies to vanilla. MQ has a separate, much
easier skip.
'''},
'MQ Water Temple BK skip': {
'name' : 'glitch_bk_skip_water_mq',
'tags' : ("BK Skip", "Water Temple",),
'tooltip' : '''\
Climb on top of the right hookshot pillar, sidehop,
and jumpslash mid-air.
Only applies to MQ, as vanilla does not have the
hookshot pillars.
'''},
'Shadow Temple BK skip': {
'name' : 'glitch_bk_skip_shadow',
'tags' : ("BK Skip", "Shadow Temple",),
'tooltip' : '''\
You can clip OoB in the Deadhand room and
megaflip or
Applies to both vanilla and MQ.
'''},
'Spirit Temple BK skip': {
'name' : 'glitch_bk_skip_spirit',
'tags' : ("BK Skip", "Spirit Temple",),
'tooltip' : '''\
You can ground clip through the boss door. You can also clip
into the statue's head and run to the load with Hover Boots,
which is only in logic when this is combined with Spirit
Temple Statue Slide and Statue Climb.
Applies to both vanilla and MQ.
'''},
'Dodongo\'s Cavern Boss Area with Strength': {
'name' : 'glitch_dodongo_strength',
'tags' : ("Dodongo's Cavern",),
'tooltip' : '''\
By supersliding off of the first bomb flower,
you can carry a second bomb flower to the
right-side bomb flower to superslide off of that
flower up the elevator pillar to light the eyes
of the dead dodongo. Requires hoverboots, and
requires superslides to be in logic.
'''},
'Bombchu Groundjumps with Grabbable Objects': {
'name' : 'glitch_chu_groundjumps',
'tags' : ("General",),
'tooltip' : '''\
You can store a groundjump using a bombchu to
destroy an object you can grab while canceling
picking it up with a shield. Functions similar
to storing a ground jump off of a bomb, but
instead of the object exploding on its own, the
chu blows the object up.
'''},
'Actor Glitch and EPG': {
'name' : 'glitch_actor',
'tags' : ("General",),
'tooltip' : '''\
Actor glitch: By exiting a crawlspace and opening a knobbed
door before the camera has returned to normal, you can load
the next room while remaining in the current room, allowing
you to bypass some actors, such as the water in BotW.
Entrance point glitch: By opening a sliding door while
moving away from it at high speed, you can walk through the
door but not go far enough from it for it to shut. Then you
can move to set the position and angle you will respawn from
if you void. When you respawn, you will walk forward from
that point, even through walls. If you clip back into the
previous room while the door is open, the previous room will
remain loaded with some actors missing.
'''},
'Bosses Without Usual Items': {
'name' : 'glitch_hard_bosses',
'tags' : ("General", "Dungeons",),
'tooltip' : '''\
Puts various bosses into logic without items you would
normally have. Included bosses are: Gohma without nuts,
slingshot, or bow; King Dodongo with chus; Barinade with
pots; Volvagia without tunic; Morpha without ookshot; and
Bongo Bongo without projectiles.
If All Uses Enabled is on and bomb hovers are in logic, then
this also puts Phantom Ganon without projectiles in logic.
'''},
# UPDATE: I'm really not sure on whether this should be default or not.
# It's a trick in the meantime, until I figure it out.
'Shared Flag Abuse': {
'name' : 'glitch_shared_flags',
'tags' : ("General",),
'tooltip' : '''\
In some dungeons, flags between two unrelated actions are
shared. You can abuse this to complete some actions (e.g.
opening the first silver rupee gate in Shadow) by doing
the shared, unrelated action (e.g. Killing the two redeads
in the invisible spikes room).
'''},
'Climb the Shadow Boat as Child': {
'name' : 'glitch_shadow_boat',
'tags' : ("Shadow Temple",),
'tooltip' : '''\
With very careful movement, you can jump to the bell
as child. From there, you can clip partially into the boat,
giving you just enough height to damage boost onto the wheel,
allowing you to jump onto the boat itself.
Requires damage boosts to be in logic.
'''},
'Reach Shadow Boat GS with Nothing': {
'name' : 'glitch_shadow_boat_gs',
'tags' : ("Shadow Temple", "Skulltulas",),
'tooltip' : '''\
By using a specific cage clip and a twisted sideroll, you
can reach the platform where the shadow boat GS is.
You will still need hookshot, boomerang, or to ground jump
to actually grab the skull.
'''},
'Bypass Strength 2 Blocks': {
'name' : 'glitch_strength2_blocks',
'tags' : ("Spirit Temple", "Gerudo Training Ground",),
'tooltip' : '''\
By using hoverboots, you can skip using strength 2
to push the silver blocks before the likelike room in GTG
and before adult climb in Spirit Temple.
'''},
'Clip Into Child Spirit as Adult': {
'name' : 'glitch_spirit_crawlspace',
'tags' : ("Spirit Temple",),
'tooltip' : '''\
By using TSC with a first person item,
you can clip out of bounds in spirit lobby.
With precise movement, you can then reach
the lower level of child spirit as adult.
'''},
'Enter Spirit Temple via Hands': {
'name' : 'glitch_spirit_hands',
'tags' : ("Desert Colossus", "Spirit Temple", "Dungeon Entry",),
'tooltip' : '''\
Use hovering, a hammer recoil hoverboost from the bean, or a
Hover Boots superslide from the arch to reach the overhang
between the hands and then hookshot the Silver Gauntlets
chest. Without Hookshot hover directly from the arch to
either hand.
All Uses Enabled adds Bombchu hovering directly to either
hand without using the bean.
'''},
'Spirit Temple Statue Slide and Statue Climb': {
'name' : 'glitch_spirit_statue',
'tags' : ("Spirit Temple",),
'tooltip' : '''\
Statue slide (aka crazy dance): crossing from the child side
of Spirit Temple's central chamber to the adult side by
sliding along the snake on the statue's neck. Adult needs a
damage boost or damage clip. Child only needs a jumpslash.
Statue climb and head clip: Use precise jumps and
jumpslashes to reach the boss door from the adult side.
'''},
}
logic_tricks = {
'Fewer Tunic Requirements': {
'name' : 'logic_fewer_tunic_requirements',
'tags' : ("General", "Fire Temple", "Water Temple", "Gerudo Training Ground", "Zora's Fountain", "Death Mountain Crater",),
'tooltip' : '''\
Allows the following possible without Tunics:
- Enter Water Temple. The key below the center
pillar still requires Zora Tunic.
- Enter Fire Temple. Only the first floor is
accessible, and not Volvagia.
- Zora's Fountain Bottom Freestanding PoH.
Might not have enough health to resurface.
- Gerudo Training Ground Underwater
Silver Rupee Chest. May need to make multiple
trips.
'''},
'Hidden Grottos without Stone of Agony': {
'name' : 'logic_grottos_without_agony',
'tags' : ("General", "Entrance",),
'tooltip' : '''\
Allows entering hidden grottos without the
Stone of Agony.
'''},
'Pass Through Visible One-Way Collisions': {
'name' : 'logic_visible_collisions',
'tags' : ("Entrance", "Kakariko Village",),
'tooltip' : '''\
Allows climbing through the platform to reach
Impa's House Back as adult with no items and
going through the Kakariko Village Gate as child
when coming from the Mountain Trail side.
'''},
'Child Dead Hand without Kokiri Sword': {
'name' : 'logic_child_deadhand',
'tags' : ("Bottom of the Well",),
'tooltip' : '''\
Requires 9 sticks or 5 jump slashes.
'''},
'Second Dampe Race as Child': {
'name' : 'logic_child_dampe_race_poh',
'tags' : ("the Graveyard", "Entrance",),
'tooltip' : '''\
It is possible to complete the second dampe
race as child in under a minute, but it is
a strict time limit.
'''},
'Man on Roof without Hookshot': {
'name' : 'logic_man_on_roof',
'tags' : ("Kakariko Village",),
'tooltip' : '''\
Can be reached by side-hopping off
the watchtower.
'''},
'Dodongo\'s Cavern Staircase with Bow': {
'name' : 'logic_dc_staircase',
'tags' : ("Dodongo's Cavern",),
'tooltip' : '''\
The Bow can be used to knock down the stairs
with two well-timed shots.
'''},
'Dodongo\'s Cavern Spike Trap Room Jump without Hover Boots': {
'name' : 'logic_dc_jump',
'tags' : ("Dodongo's Cavern",),
'tooltip' : '''\
Jump is adult only.
'''},
'Dodongo\'s Cavern Vines GS from Below with Longshot': {
'name' : 'logic_dc_vines_gs',
'tags' : ("Dodongo's Cavern", "Skulltulas",),
'tooltip' : '''\
The vines upon which this Skulltula rests are one-
sided collision. You can use the Longshot to get it
from below, by shooting it through the vines,
bypassing the need to lower the staircase.
'''},
'Thieves\' Hideout "Kitchen" with No Additional Items': {
'name' : 'logic_gerudo_kitchen',
'tags' : ("Thieves' Hideout", "Gerudo's Fortress",),
'tooltip' : '''\
The logic normally guarantees one of Bow, Hookshot,
or Hover Boots.
'''},
'Deku Tree Basement Vines GS with Jump Slash': {
'name' : 'logic_deku_basement_gs',
'tags' : ("Deku Tree", "Skulltulas",),
'tooltip' : '''\
Can be defeated by doing a precise jump slash.
'''},
'Deku Tree Basement Web to Gohma with Bow': {
'name' : 'logic_deku_b1_webs_with_bow',
'tags' : ("Deku Tree", "Entrance",),
'tooltip' : '''\
All spider web walls in the Deku Tree basement can be burnt
as adult with just a bow by shooting through torches. This
trick only applies to the circular web leading to Gohma;
the two vertical webs are always in logic.
Backflip onto the chest near the torch at the bottom of
the vine wall. With precise positioning you can shoot
through the torch to the right edge of the circular web.
This allows completion of adult Deku Tree with no fire source.
'''},
'Deku Tree MQ Roll Under the Spiked Log': {
'name' : 'logic_deku_mq_log',
'tags' : ("Deku Tree",),
'tooltip' : '''\
You can get past the spiked log by rolling
to briefly shrink your hitbox. As adult,
the timing is a bit more precise.
'''},
'Hammer Rusted Switches Through Walls': {
'name' : 'logic_rusted_switches',
'tags' : ("Fire Temple", "Ganon's Castle",),
'tooltip' : '''\
Applies to:
- Fire Temple Highest Goron Chest.
- MQ Fire Temple Lizalfos Maze.
- MQ Spirit Trial.
'''},
'Bottom of the Well Map Chest with Strength & Sticks': {
'name' : 'logic_botw_basement',
'tags' : ("Bottom of the Well",),
'tooltip' : '''\
The chest in the basement can be reached with
strength by doing a jump slash with a lit
stick to access the bomb flowers.
'''},
'Bottom of the Well MQ Jump Over the Pits': {
'name' : 'logic_botw_mq_pits',
'tags' : ("Bottom of the Well",),
'tooltip' : '''\
While the pits in Bottom of the Well don't allow you to
jump just by running straight at them, you can still get
over them by side-hopping or backflipping across. With
explosives, this allows you to access the central areas
without Zelda's Lullaby. With Zelda's Lullaby, it allows
you to access the west inner room without explosives.
'''},
'Skip Forest Temple MQ Block Puzzle with Bombchu': {
'name' : 'logic_forest_mq_block_puzzle',
'tags' : ("Forest Temple",),
'tooltip' : '''\
Send the Bombchu straight up the center of the
wall directly to the left upon entering the room.
'''},
'Spirit Temple Child Side Bridge with Bombchu': {
'name' : 'logic_spirit_child_bombchu',
'tags' : ("Spirit Temple",),
'tooltip' : '''\
A carefully-timed Bombchu can hit the switch.
'''},
'Windmill PoH as Adult with Nothing': {
'name' : 'logic_windmill_poh',
'tags' : ("Kakariko Village",),
'tooltip' : '''\
Can jump up to the spinning platform from
below as adult.
'''},
'Crater\'s Bean PoH with Hover Boots': {
'name' : 'logic_crater_bean_poh_with_hovers',
'tags' : ("Death Mountain Crater",),
'tooltip' : '''\
Hover from the base of the bridge
near Goron City and walk up the
very steep slope.
'''},
'Zora\'s Domain Entry with Cucco': {
'name' : 'logic_zora_with_cucco',
'tags' : ("Zora's River",),
'tooltip' : '''\
Can fly behind the waterfall with
a cucco as child.
'''},
'Water Temple MQ Central Pillar with Fire Arrows': {
'name' : 'logic_water_mq_central_pillar',
'tags' : ("Water Temple",),
'tooltip' : '''\
Slanted torches have misleading hitboxes. Whenever
you see a slanted torch jutting out of the wall,
you can expect most or all of its hitbox is actually
on the other side that wall. This can make slanted
torches very finicky to light when using arrows. The
torches in the central pillar of MQ Water Temple are
a particularly egregious example. Logic normally
expects Din's Fire and Song of Time.
'''},
'Gerudo Training Ground MQ Left Side Silver Rupees with Hookshot': {
'name' : 'logic_gtg_mq_with_hookshot',
'tags' : ("Gerudo Training Ground",),
'tooltip' : '''\
The highest silver rupee can be obtained by
hookshotting the target and then immediately jump
slashing toward the rupee.
'''},
'Forest Temple East Courtyard Vines with Hookshot': {
'name' : 'logic_forest_vines',
'tags' : ("Forest Temple",),
'tooltip' : '''\
The vines in Forest Temple leading to where the well
drain switch is in the standard form can be barely
reached with just the Hookshot.
'''},
'Forest Temple East Courtyard GS with Boomerang': {
'name' : 'logic_forest_outdoor_east_gs',
'tags' : ("Forest Temple", "Entrance", "Skulltulas",),
'tooltip' : '''\
Precise Boomerang throws can allow child to
kill the Skulltula and collect the token.
'''},
'Forest Temple First Room GS with Difficult-to-Use Weapons': {
'name' : 'logic_forest_first_gs',
'tags' : ("Forest Temple", "Entrance", "Skulltulas",),
'tooltip' : '''\
Allows killing this Skulltula with Sword or Sticks by
jump slashing it as you let go from the vines. You can
avoid taking fall damage by recoiling onto the tree.
Also allows killing it as Child with a Bomb throw. It's
much more difficult to use a Bomb as child due to
Child Link's shorter height.
'''},
'Swim Through Forest Temple MQ Well with Hookshot': {
'name' : 'logic_forest_well_swim',
'tags' : ("Forest Temple",),
'tooltip' : '''\
Shoot the vines in the well as low and as far to
the right as possible, and then immediately swim
under the ceiling to the right. This can only be
required if Forest Temple is in its Master Quest
form.
'''},
'Forest Temple MQ Twisted Hallway Switch with Jump Slash': {
'name' : 'logic_forest_mq_hallway_switch_jumpslash',
'tags' : ("Forest Temple",),
'tooltip' : '''\
The switch to twist the hallway can be hit with
a jump slash through the glass block. To get in
front of the switch, either use the Hover Boots
or hit the shortcut switch at the top of the
room and jump from the glass blocks that spawn.
Sticks can be used as child, but the Kokiri
Sword is too short to reach through the glass.
'''},
#'Forest Temple MQ Twisted Hallway Switch with Hookshot': {
# 'name' : 'logic_forest_mq_hallway_switch_hookshot',
# 'tags' : ("Forest Temple",),
# 'tooltip' : '''\
# There's a very small gap between the glass block
# and the wall. Through that gap you can hookshot
# the target on the ceiling.
# '''},
'Forest Temple MQ Twisted Hallway Switch with Boomerang': {
'name' : 'logic_forest_mq_hallway_switch_boomerang',
'tags' : ("Forest Temple", "Entrance",),
'tooltip' : '''\
The Boomerang can return to Link through walls,
allowing child to hit the hallway switch. This
can be used to allow adult to pass through later,
or in conjuction with "Forest Temple Outside
Backdoor with Jump Slash".
'''},
'Death Mountain Trail Chest with Strength': {
'name' : 'logic_dmt_bombable',
'tags' : ("Death Mountain Trail",),
'tooltip' : '''\
Child Link can blow up the wall using a nearby bomb
flower. You must backwalk with the flower and then
quickly throw it toward the wall.
'''},
'Goron City Spinning Pot PoH with Strength': {
'name' : 'logic_goron_city_pot_with_strength',
'tags' : ("Goron City",),
'tooltip' : '''\
Allows for stopping the Goron City Spinning
Pot using a bomb flower alone, requiring
strength in lieu of inventory explosives.
'''},
'Adult Kokiri Forest GS with Hover Boots': {
'name' : 'logic_adult_kokiri_gs',
'tags' : ("Kokiri Forest", "Skulltulas",),
'tooltip' : '''\
Can be obtained without Hookshot by using the Hover
Boots off of one of the roots.
'''},
'Spirit Temple MQ Frozen Eye Switch without Fire': {
'name' : 'logic_spirit_mq_frozen_eye',
'tags' : ("Spirit Temple",),
'tooltip' : '''\
You can melt the ice by shooting an arrow through a
torch. The only way to find a line of sight for this
shot is to first spawn a Song of Time block, and then
stand on the very edge of it.
'''},
'Spirit Temple Shifting Wall with No Additional Items': {
'name' : 'logic_spirit_wall',
'tags' : ("Spirit Temple",),
'tooltip' : '''\
The logic normally guarantees a way of dealing with both
the Beamos and the Walltula before climbing the wall.
'''},
'Spirit Temple Main Room GS with Boomerang': {
'name' : 'logic_spirit_lobby_gs',
'tags' : ("Spirit Temple", "Skulltulas",),
'tooltip' : '''\
Standing on the highest part of the arm of the statue, a
precise Boomerang throw can kill and obtain this Gold
Skulltula. You must throw the Boomerang slightly off to
the side so that it curves into the Skulltula, as aiming
directly at it will clank off of the wall in front.
'''},
'Spirit Temple Main Room Jump from Hands to Upper Ledges': {
'name' : 'logic_spirit_lobby_jump',