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Lock overworld doors Randomizer option #4489
Lock overworld doors Randomizer option #4489
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soh/soh/Enhancements/randomizer/3drando/hint_list/hint_list_item.cpp
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I want to give this a testing push to get it in soon, but need conflicts fixing |
After looking at the file changes, I noticed that two overworld doors seemingly weren't given keys, those being the back entrance of the Kakariko Potion Shop and the entrance to the Back Alley house where the bearded man wearing green lives. Were there any logical-based reasons for not making keys for those doors? I can see there potentially being an issue with the Kakariko Potion Shop having both entrances locked (though I don't know for sure), but the only reason I can think of as to not locking the Back Alley house is because there are normally no checks in it. If that is the reason, then it may be worth noting that the house does have three pots in it, so with potsanity being a realistic addition now (#4592), there will be gameplay significance to adding a lock to the door. |
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The back entrance of the Kakariko Potion shop shares the same key as the front entrance, if you unlock one it will unlock the other. As for the alley house, you are correct, I hadn't locked it due to lack of checks or even a region, now that it exists I will add a lock & key. |
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Rebased, fixed copy pasta of obscure hint, added alley house key. Good to go |
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Code looks good to me.
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a couple of non-blocking things I found. I would also like an "out to in" only mode at some point, for QoL when playing with interior randomiser,
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Just one small thing, but it can be done later.
Just noticed that the "Shops and Games always open" option removes locks when making the doors openable in the other daytime. |
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These can probably be made compatible with each other with some effort but for now I just left a note in the tooltip |
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Rebased again, and migrated to ShipInit |
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Couple minor things. Loving the ShipInit, can't wait to migrate more to similar patterns.
Quick question before this gets merged at some point: Will the Item Tracker and/or Miscellaneous Collectibles Subscreen be updated to help the player keep track of which overworld keys they've collected? If not now, maybe at some point? Otherwise, since the overworld doors at scattered across the world instead of inside a dungeon it probably wouldn't be too easy to keep track of which keys you have. |
Probably eventually if someone wants to pick it up. |
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Most of this was done over 8 months ago, just recently updated to the latest develop-rando. I tested it pretty thoroughly back then, but haven't tested it a lot after updating it.
Todo:
Build Artifacts