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lttp-tracker's Issues

"Glitchless" Mode Request

Simply, A mode that disables logic/coloring for glitch obtainable items. I.e., reducing the tracker to Bright Green/Yellow/Red/Grey. This would be ideal for users such as myself, that perform runs without using glitches.

Non-Essentials Tracker

A counter to encompass all items not currently available to track. I.e., bombs, arrows, upgrades, rupees, etc.

Currently, there are 77 of them by default. Tracker should function likes heart containers (add/subtract). Standard chest icon should suffice. Default number should be 77, as they should be removed when obtained, and an open chest as the "off" icon when all are obtained.

Heart Container Counters

Counters for Full Heart Containers
Counters for Heart Pieces
Images available in PM with me on Discord
When I return to my desktop I can link them here too.

Corner Case Logic Issues

  • Ice Palace requires Firerod || (Bombos && any sword). Currently it requires Firerod || Bombos.

  • Ether and Bombos tablets should be upgraded from red to yellow if the Book is found before the Master Sword.

Floating Island coloring, PoD coloring

TotallyABot on Discord found some issues with coloring of Floating Island and PoD. They supplied this picture.

Floating Island (chest 46) is only accessible by starting in the Dark World by using any of the 3 portals available on LW Death Mountain. The current logic is met by having a glove, hammer and mirror; mirror, pearl and Titan's Mitts. This should still return "glitchavailable" since there's no Lamp in inventory.

PoD has some interesting coloring logic for chests. I was wondering if this accounted for it also being the Palace of Keys and maybe the key requirements wouldn't allow access to more chests without Lamp.

Escape Logic

Currently Hyrule Castle is implemented as two squares: the main castle (3) and sewer escape (4). It should be changed to three squares: "Hyrule Castle (3)", "Sewer Escape (3)", and "Sewer Dark Room (1)". (As far as the chest numbers can ever be accurate, anyway.)

Reasons:

  • Often the routing leads to leaving the dark room as a loose square. You can go to Zelda's Cell, then use any glove to get the 3 rear chests with bomb/boots.
  • The sewer dark room technically requires lamp, unlike the rest of the castle or sewer chests. (And it should be dark green from the start.)
  • The remaining "Sewer Escape (3)" should technically require (lamp or glove) && (bombs || boots). And it should also be dark green from the start and turn bright green when either gloves or lamp is found.

Tower of Hera coloring issue

Tower of Hera has a couple of issues regarding its chests/boss requirements.

(Flute || (Gloves && Lamp)) && (Mirror || (Hookshot && Hammer)) let's you enter the Tower of Hera normally. You can skip the Lamp if you don't mind dark rooms. If you don't have the lamp or the fire rod, you are restricted to the first two item locations. If the Big Key is in either of those, you can go ahead and get all locations except the one in the basement and kill Moldorm. If it isn't, well too bad.

So if you can enter, you can get 0-2 items and Moldorm is possibly killable (assuming sword or hammer). Glitched entrance/kill if no lamp and no flute. If you have Lamp of Fire Rod, it becomes fully clearable (Glitched again if no lamp and no flute).

So here are some tracker setups that returns the wrong values:

Gloves + Mirror: Expected Glitched Possible. Currently Unavailable.
Gloves + Hookshot + Hammer: Expected Glitched Possible. Currently Glitched Available.
Flute + Mirror: Expected Possible. Currently Unavailable.

There's probably some other variations that return wrong values. It seems like the sword also matters for the chests availability, but it should only matter for Moldorm. You can get through the whole dungeon with only bombs.

Implement Mode support for Swordless

Those who play Swordless regularly may not need this but those who use trackers and want to experiment with Swordless could benefit from it, I think.

GT Dungeon section on tracker

Support for a dungeon item for GT. This would replace the multi-Aga item and return it to be solely for Aga1.

GT has 20 item locations. Additionally all of the current checks for Aga(1) would now need to check for Aga1 or for GT to be completed.

Though most runners stop tracking items once in Go Mode, this would allow for completionists to continue to track all the way until the end, or for Entrance Randomizer runners to utilize the tracking in GT should it come up earlier in the game.

New maintainer

As I'm not really even tangentially related to the LTTP Rando community anymore, and I'm sure there are many other people more suited to running this project. If we can find someone interested who already has the technical skills to deploy a Firebase web project and manage the GitHub repo, I would like to transfer ownership of both to someone who can be a more active maintainer.

If anyone watching this repo has a suggestion, please let me know.

Split up Escape Sewer location

Can you split up the Escape Sewer location? Currently it shows 4 items accessible with either bombs or boots, this should be changed to 3 items with those and 1 item that requires a lamp (or fire rod as a glitch option) (plus, if Hyrule Castle gets added as a separate dungeon, a key to Hyrule Castle).

EP colors are wrong

After collecting 2 items in EP if you don't have the bow the dungeon goes red, should go yellow. It is possible to have all 3 items in front of bowlock.

Rewrite display layer

Display layer as inherited from upstream is currently a jQuery mess, and the HTML can't be taken out of quirks mode without destroying the layout.

A rewrite in React or other reactive framework would fit the external-data-driven nature of the sheet as well.

Additional goals for a rewrite:

  • Unification between the standard and plain styles currently supported
  • Better indication of room admin, editor, or non-privileged user status
  • Clearer editing controls--current controls are often missed entirely
  • Drag-and-drop support for rearranging display configuration

GT Logic Inverted

I was recently playing an inverted seed for one of the first times using this tracker. It was showing that I only had TT/PoD chests (possible/yellow) PoD was locked for me as first chest was an item and no bow. TT was locked because last chest no hammer. I wasn't sure where to go, but I had a fighter sword and lamp and glove1 allowing me to reach GT / aga1 yet he/GT was marked red.

any chance of getting this fixed ?

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