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@GSKirox GSKirox commented May 22, 2024

Inspired by SoH's implementation.

This draft PR requires some help for logic and testing in general. All help appreciated !

This adds a new first progressive scale in the item pool : the bronze scale. Until the player finds it, Link will automatically respawn if he goes fully in water, unless Iron Boots are put on.
The respawn will be at the last entrance, unless that entrance is underwater. All of these have been special cased to have a respawn nearby on a safe place to avoid softlocks.

Water Temple has two special cases :

  • The entrance won't make Link respawn, because putting Link up to a safe place would lead to softlocks since you can't savewarp out of a dungeon. We'll say it's magic water 😅
  • The river room has a special nearby respawn, out of mercy so that players don't get thrown back to the temple entrance.

The respawns don't lose any health, to make it play nice with high damage multiplier setting.

On the UI side, i added a 0 on the scale on the file select screen if the bronze scale setting is on and the player has no scale.
This would maybe also need a marker in the equipment pause screen. Not sure.

Logic has been implemented as best as i could, but that's the part where this PR needs the most help with.

@fenhl fenhl added Type: Enhancement New feature or request Status: Help Wanted Extra attention is needed Component: Logic Non-trivial changes to the JSON logic files Component: ASM/C Changes some internals of the ASM/C libraries Status: Needs Review Someone should be looking at it Component: Setting specific to setting(s) Status: Needs Testing Probably should be tested Status: Under Consideration Developers are considering whether to accept or decline the feature described Changes Item Table Adds/removes items from the item table. Allows coordination of multiple PRs which add to the table. labels May 22, 2024
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@ktspeedruns
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Instead of making an exception for Water Temple entrance, why not move the spawn point so you wouldn't be in the water, and also change the IDs of the polygons at the edge going up the exit so you don't even need to go into the water to exit Water Temple? Or, maybe even add Ruto at the beginning, and if you talk to Ruto she asks "Do you want to leave the temple?" and if you say yes, you spawn outside the Temple (or on Lake Hylia warp pad if it would put you in Lake Hylia)?

@GSKirox
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GSKirox commented May 24, 2024

I'd rather not modify the game scenes directly, i feel like that should be a last resort solution.
Also this is a lot more complex hacking, while the current exception is just a single line of code.

@Pepe20129
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Hi! I'm the one that made this for Ship.
2 things:

  • There's an entrance that I missed that softlocks you (getting caught by the gerudos as child)
  • In Ship's implementation, the way it deals with water temple is that it just kicks you out if you void due to swimming without bronze scale (taking into account entrance rando), I think the same should be done here (or at least something that has the same ramifications for logic)

@shirosoluna
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leaving bombchu bowling or other areas that affect the B button will put a stick on B. Just throwing it out there that if ER is not addressed with this such as having bowling in water temple then leaving but without bronze scale you would have temp B.
So perhaps this PR could also address the existing temp B issues that are unresolved in ER seeds since it would see it more often.

@GSKirox GSKirox force-pushed the bronze_scale branch 2 times, most recently from 123ee0f to 6179a62 Compare December 17, 2025 10:03
@GSKirox
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GSKirox commented Dec 17, 2025

Hi! I'm the one that made this for Ship. 2 things:

* There's an entrance that I missed that softlocks you ([getting caught by the gerudos as child](https://github.com/HarbourMasters/Shipwright/pull/3965))

* In Ship's implementation, the way it deals with water temple is that it just kicks you out if you void due to swimming without bronze scale (taking into account entrance rando), I think the same should be done here (or at least something that has the same ramifications for logic)

Hi, sorry for taking so long to reply, i was waiting for a logic review and ended up never going back to the PR until now.
Thanks for the notice, i'll add the Valley child entrance to the list 👍

As for the water temple entrance, i don't think we have a good way of kicking the player out to the previous entrance, at least not the way i've implemented it. I think this is the same logically though?

@Pepe20129
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I think this is the same logically though?

It's not as you can, for example, get to morpha (in glitched logic) without ever touching any water other than the one at the entrance.

@shirosoluna
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I think this is the same logically though?

It's not as you can, for example, get to morpha (in glitched logic) without ever touching any water other than the one at the entrance.

Advanced logic is going to be special but it's really funny you responded now as I just reached out to Kirox yesterday about this too :D

I think the hurdle was getting more eyes on it to help playtesting. I havent fully played out how it works in ship but I know there are some weirdness issues with bronze scale and water temple -- lake hylia in general.
The way that logic is done here is vastly different though.

@GSKirox
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GSKirox commented Dec 19, 2025

I think this is the same logically though?

It's not as you can, for example, get to morpha (in glitched logic) without ever touching any water other than the one at the entrance.

And that is why you don't let me write logic lol, good point.
Even in glitchless it's different, with longshot you have access to the pots before Morpha, and if you have BK from outside (or no Boss keys) you can go to Morpha.
So yeah there's some thought to be done here if that's an interaction we want to keep.

@flagrama
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flagrama commented Jan 7, 2026

While the changes may be useful for debugging stuff in this PR, actually submitting them should probably be in a different PR later. Assuming it was even pushed to this branch on purpose.

@GSKirox
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GSKirox commented Jan 8, 2026

While the changes may be useful for debugging stuff in this PR, actually submitting them should probably be in a different PR later. Assuming it was even pushed to this branch on purpose.

i'm currently working with Shiro on updating the logic for bronze scale, but since she's using the debug menu i'm taking the occasion to improve it with her remarks.
I pushed to this branch just in case she wants to use it instead of the patch i did, but i do plan to make a separate PR for debug menu v3.

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Changes Item Table Adds/removes items from the item table. Allows coordination of multiple PRs which add to the table. Component: ASM/C Changes some internals of the ASM/C libraries Component: Logic Non-trivial changes to the JSON logic files Component: Setting specific to setting(s) Status: Help Wanted Extra attention is needed Status: Needs Review Someone should be looking at it Status: Needs Testing Probably should be tested Status: Under Consideration Developers are considering whether to accept or decline the feature described Type: Enhancement New feature or request

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6 participants