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Handle Gerudo Fortress heart piece in logic #2179
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How does shuffling it affect the item pools? |
The extra heart piece is added to the main item pool, regardless of the “Item Pool” setting. |
It should be changed to not affect the number of poh's in minimal, so that it actually stays minimal. Minimal should always only have the winner. (Did we ever change anything to put more hearts in the pool if they try to combine an item pool like this with a heart wincon? Can't remember.) (I kind of feel like scarce should round down and not include it also?, but it doesn't matter.) |
I was mistaken, Minimal removes the heart piece since it applies a maximum, not a subtraction. Scarce still adds the one extra heart piece, which makes sense imo. Plentiful outright removes the extra heart piece right now. I'll see if I can change it per your suggestion, it sounds like a good idea. |
The piece of heart at the top of the Gerudo Fortress jail is normally unreachable without glitches, so it was previously ignored. With #1616 though, it can become reachable, and it has always been reachable using glitches. In these cases, the heart piece is now in logic for the purpose of heart win conditions.
With hideout entrances shuffled, there is also a setting to choose the behavior of the location, since just having an extra heart piece available compared to vanilla is not something everyone will want to play with. The options are to completely remove the location (the default when hideout entrances are shuffled), to keep it unshuffled, or to shuffle it. I've tested the behavior of all 3 options in game. To avoid GUI clutter, this setting is hidden if hideout ER is off.
In glitched logic, the heart piece is always unshuffled and in logic with hovering. If there is interest in making the shuffle setting available for glitched logic as well, it could be added once enable relations (#1827) are implemented.
With hideout ER off and glitchless logic, the heart piece is still an out-of-logic heart piece, but it now behaves properly with respect to the behavior introduced in #1518. This is achieved by adding a new item that is logically junk but has the same get item ID as regular heart pieces, which is similar to how blue fire arrows and magic bean packs work, and adding an entrance from the Root region to collect this item, similar to Skip Child Zelda.
Fixes #1971.