Fixed an issue with certain trap doors
DR Hint reference started
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docs/DR_hint_reference.md
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docs/DR_hint_reference.md
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Hint description:
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Hints will appear in the following ratios across the 15 telepathic tiles that have hints and the five storyteller locations:
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Hint distribution for crossed entrance / crossed dungeon:
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* 4 hints for inconvenient entrances.
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* 2 hints for random entrances (this can by coincidence pick inconvenient entrances that aren't used for the first set of hints).
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* 1 hints for inconvenient item locations.
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* 7 hints for valuable items
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* 1 hint for the Thieves Town attic
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* 5 district hints
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More vanilla shuffles of entrances reduces the number of inconvenient and random entrances hinted and generally follows adjustments in the ER_hint_reference.
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Non-crossed door shuffles removes the attic hint and reduces the number of interesting items hinted at.
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### Inconvenient entrance list
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* Skull Woods Final
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* Ice Palace
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* Misery Mire
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* Turtle Rock
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* Ganon's Tower
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* Mimic Ledge
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* SW DM Foothills Cave (mirror from upper Bumper ledge)
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* Hammer Pegs (near purple chest)
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* Super Bomb cracked wall
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### Inconvenient location list
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* Purple Chest
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* Spike Cave
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* Magic Bat
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* Sahasrahla (Green Pendant)
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The following are included only if door shuffle is vanilla:
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* Swamp left (two chests)
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* Mire left (two chests)
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* Hera basement
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* Eastern Palace Big Key chest (protected by anti-fairies)
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* Thieves' Town Big Chest
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* Ice Palace Big Chest
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* Ganon's Tower Big Chest
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In the vanilla, dungeonssimple, and dungeonsfull shuffles, the following two locations are added to the inconvenient locations list:
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* Graveyard Cave
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* Mimic Cave
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### Valuable items
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Valuable Items are simply all items that are shown on the pause subscreen (Y, B, or A sections) minus Silver Arrows and plus Triforce Pieces, Magic Upgrades (1/2 or 1/4), and the Single Arrow. If key shuffle is being used, you can additionally get hints for Small Keys or Big Keys but not hints for Maps or Compasses.
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### District Hints
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These replace all junk/joke hints.
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Each dungeon is considered its own district. The overworld is divided into districts as according to this picture:
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Each district is classified in one of five categories:
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* Foolish
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* Connector Only
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* Dungeon Only
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* Useful
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* Vital
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A vital district contains one or more vital items. This includes:
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* Y Items: Bows, Hookshot, Both Rods, Bombos, Lamp, Hammer, Ocarina, Book, Cane of Somaria, Mirror
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* A Items: Gloves, Moon Pearl, Boots, Flippers
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* All Swords, Triforce Pieces, and the Silver Arrows
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* Ether and Quake if used to open an entrance
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* Big Keys, Small Keys, Bomb Bags, Arrow Quivers in the appropriate mode (wild big keys, wild small keys, bomb bag, retro + shopsanity)
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The hint will name the item if there is only one vital one, or give the number otherwise.
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Useful district contain one or more useful items, but no vital items.
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* Y Items: Boomerangs, Magic Powder, Mushroom, Shovel, Bug Net, Bottles, Cane of Byrna, Cape
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* Ether and Quake if not used to open an entrance
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* Shields, Mails, Magic Upgrades
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Notably, the fetch items may technically be required depending on what is located at the fetch quest, but are considered useful still.
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The hint will name the item if there is only one, or give the number of useful items otherwise.
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A "Dungeon Only" district has no vital or useful items but contains one dungeon or more. The hint will pick one of the dungeon and state: "{district} is on the path to {dungeon}"
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A "Connector Only" district has no vital or useful items but contains a connector that reaches a potentially inaccessible area like
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the Turtle Rock upper ledge or the Maze Race (you have no mirror yet). The hint will state "{district} can reach {region}"
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Foolish districts have no dungeons, no potentially useful connector and no useful or vital items. These districts, if they exist, are preferred for hints. The others are chosen randomly.
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