From 2813c9c08ba75e067c58872e184062a51aec2453 Mon Sep 17 00:00:00 2001 From: pizza1398 <259104093+pizza1398@users.noreply.github.com> Date: Sun, 22 Mar 2026 12:48:51 +0100 Subject: [PATCH 1/4] Hint & Item lists formatting --- source/hint_list.cpp | 1401 +++++++++++++++++++++++++----------------- source/item_list.cpp | 440 ++++++------- 2 files changed, 1067 insertions(+), 774 deletions(-) diff --git a/source/hint_list.cpp b/source/hint_list.cpp index 7a64f11..0fbf575 100644 --- a/source/hint_list.cpp +++ b/source/hint_list.cpp @@ -8,10 +8,9 @@ static std::array hintTable; void HintTable_Init() { - /*-------------------------- + /*-------------------------- | GENERAL TEXT | - ---------------------------*/ - + --------------------------*/ hintTable[NONE] = HintText::Exclude({Text{"No Hint", "**FRENCH**", "**SPANISH**"}}); hintTable[PREFIX] = HintText::Exclude({Text{"They say that ", "Selon moi, ", "Según dicen, "}}); hintTable[WAY_OF_THE_HERO] = HintText::Exclude({Text{" is on the way of the hero.", " est sur le chemin du héros.", " conduce a la senda del héroe."}}); @@ -20,1118 +19,974 @@ void HintTable_Init() { hintTable[CAN_BE_FOUND_AT] = HintText::Exclude({Text{"can be found at", "se trouve dans", "aguarda en"}}); hintTable[HOARDS] = HintText::Exclude({Text{"hoards", "recèle", "acapara"}}); - //hintTable[ITEM] = HintText::Item({Text{"English", "French", "Spanish"}}); - /*------------------------- - | ITEM HINTS | - --------------------------*/ - + /*-------------------------- + | ITEM HINTS | + --------------------------*/ hintTable[KOKIRI_SWORD] = HintText::Item({ //obscure Text{"a forest blade", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Kokiri Sword", "**FRENCH**", "**SPANISH**"} ); - hintTable[RAZOR_SWORD] = HintText::Item({ + hintTable[RAZOR_SWORD] = HintText::Item({ //obscure Text{"a sharp blade", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Razor Sword", "**FRENCH**", "**SPANISH**"} ); - hintTable[GILDED_SWORD] = HintText::Item({ + hintTable[GILDED_SWORD] = HintText::Item({ //obscure Text{"a very sharp blade", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Gilded Sword", "**FRENCH**", "**SPANISH**"} ); - hintTable[GREAT_FAIRYS_SWORD] = HintText::Item({ + hintTable[GREAT_FAIRYS_SWORD] = HintText::Item({ //obscure Text{"A powerful fairy blade", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Great Fairy's Sword", "**FRENCH**", "**SPANISH**"} ); - hintTable[HEROS_SHIELD] = HintText::Item({ + hintTable[HEROS_SHIELD] = HintText::Item({ //obscure Text{"a basic shield", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Hero's Shield", "**FRENCH**", "**SPANISH**"} ); - hintTable[MIRROR_SHIELD] = HintText::Item({ + hintTable[MIRROR_SHIELD] = HintText::Item({ //obscure Text{"a reflective shield", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Mirror Shield", "**FRENCH**", "**SPANISH**"} ); - hintTable[DEKU_STICK] = HintText::Item({ + hintTable[DEKU_STICK] = HintText::Item({ //obscure Text{"a flammable weapon", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Deku Stick", "**FRENCH**", "**SPANISH**"} ); - hintTable[LAND_TITLE] = HintText::Item({ + hintTable[LAND_TITLE] = HintText::Item({ //obscure Text{"a property deal", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Land Title Deed", "**FRENCH**", "**SPANISH**"} ); - hintTable[SWAMP_TITLE] = HintText::Item({ + hintTable[SWAMP_TITLE] = HintText::Item({ //obscure Text{"a property deal", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Swamp Title Deed", "**FRENCH**", "**SPANISH**"} ); - hintTable[MOUNTAIN_TITLE] = HintText::Item({ + hintTable[MOUNTAIN_TITLE] = HintText::Item({ //obscure Text{"a property deal", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Mountain Title Deed", "**FRENCH**", "**SPANISH**"} ); - hintTable[OCEAN_TITLE] = HintText::Item({ + hintTable[OCEAN_TITLE] = HintText::Item({ //obscure Text{"a property deal", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"an Ocean Title Deed", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOMBERS_NOTEBOOK] = HintText::Item({ + hintTable[BOMBERS_NOTEBOOK] = HintText::Item({ //obscure Text{"a handy notepad", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Bombers' Notebook", "**FRENCH**", "**SPANISH**"} ); - hintTable[ROOM_KEY] = HintText::Item({ + hintTable[ROOM_KEY] = HintText::Item({ //obscure Text{"a hotel door opener", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Room Key", "**FRENCH**", "**SPANISH**"} ); - hintTable[LETTER_KAFEI] = HintText::Item({ + hintTable[LETTER_KAFEI] = HintText::Item({ //obscure Text{"a lover's letter", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Letter to Kafei", "**FRENCH**", "**SPANISH**"} ); - hintTable[PENDANT_MEMORIES] = HintText::Item({ + hintTable[PENDANT_MEMORIES] = HintText::Item({ //obscure Text{"a cherished necklace", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Pendant of Memories", "**FRENCH**", "**SPANISH**"} ); - hintTable[LETTER_MAMA] = HintText::Item({ + hintTable[LETTER_MAMA] = HintText::Item({ //obscure Text{"A special delivery", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Letter to Mama", "**FRENCH**", "**SPANISH**"} ); - hintTable[MOONS_TEAR] = HintText::Item({ + hintTable[MOONS_TEAR] = HintText::Item({ //obscure Text{"a lunar teardrop", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Moon's Tear", "**FRENCH**", "**SPANISH**"} ); - hintTable[SPIN_ATTACK] = HintText::Item({ + hintTable[SPIN_ATTACK] = HintText::Item({ //obscure Text{"a magic attack", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the mastered Spin Attack", "**FRENCH**", "**SPANISH**"} ); - hintTable[LENS_OF_TRUTH] = HintText::Item({ + hintTable[LENS_OF_TRUTH] = HintText::Item({ //obscure Text{"a lie detector", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Lens of Truth", "**FRENCH**", "**SPANISH**"} ); - hintTable[HEROS_BOW] = HintText::Item({ + hintTable[HEROS_BOW] = HintText::Item({ //obscure Text{"a bow", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Hero's Bow", "**FRENCH**", "**SPANISH**"} ); hintTable[FIRE_ARROWS] = HintText::Item({ //obscure Text{"the power of fire", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Fire Arrow", "**FRENCH**", "**SPANISH**"} ); - hintTable[ICE_ARROWS] = HintText::Item({ + hintTable[ICE_ARROWS] = HintText::Item({ //obscure Text{"the power of ice", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Ice Arrow", "**FRENCH**", "**SPANISH**"} ); - hintTable[LIGHT_ARROWS] = HintText::Item({ + hintTable[LIGHT_ARROWS] = HintText::Item({ //obscure Text{"the power of light", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Light Arrow", "**FRENCH**", "**SPANISH**"} ); - hintTable[HOOKSHOT] = HintText::Item({ + hintTable[HOOKSHOT] = HintText::Item({ //obscure Text{"a chain and grapple", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Hookshot", "**FRENCH**", "**SPANISH**"} ); - hintTable[MAGIC_BEAN] = HintText::Item({ + hintTable[MAGIC_BEAN] = HintText::Item({ //obscure Text{"a plant seed", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Magic Bean", "**FRENCH**", "**SPANISH**"} ); - hintTable[MAGIC_BEAN_PACK] = HintText::Item({ + hintTable[MAGIC_BEAN_PACK] = HintText::Item({ //obscure Text{"multiple plant seeds", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a pack of Magic Beans", "**FRENCH**", "**SPANISH**"} ); - hintTable[DOUBLE_DEFENSE] = HintText::Item({ + hintTable[DOUBLE_DEFENSE] = HintText::Item({ //obscure Text{"magical defence", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Double Defense", "**FRENCH**", "**SPANISH**"} ); - hintTable[OCARINA_OF_TIME] = HintText::Item({ + hintTable[OCARINA_OF_TIME] = HintText::Item({ //obscure Text{"a musical instrument", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Ocarina of Time", "**FRENCH**", "**SPANISH**"} ); - hintTable[PICTOGRAPH_BOX] = HintText::Item({ + hintTable[PICTOGRAPH_BOX] = HintText::Item({ //obscure Text{"a capture device", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Picto Box", "**FRENCH**", "**SPANISH**"} ); - hintTable[POWDER_KEG] = HintText::Item({ + hintTable[POWDER_KEG] = HintText::Item({ //obscure Text{"an explosive barrel", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Powder Keg", "**FRENCH**", "**SPANISH**"} ); - hintTable[KEATON_MASK] = HintText::Item({ + hintTable[KEATON_MASK] = HintText::Item({ //obscure Text{"a popular mask", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Keaton Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[BUNNY_HOOD] = HintText::Item({ + hintTable[BUNNY_HOOD] = HintText::Item({ //obscure Text{"the ears of the wild", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Bunny Hood", "**FRENCH**", "**SPANISH**"} ); - hintTable[GORON_MASK] = HintText::Item({ + hintTable[GORON_MASK] = HintText::Item({ //obscure Text{"a mountain spirit", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Goron Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[ZORA_MASK] = HintText::Item({ + hintTable[ZORA_MASK] = HintText::Item({ //obscure Text{"an ocean spirit", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Zora Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[DEKU_MASK] = HintText::Item({ + hintTable[DEKU_MASK] = HintText::Item({ //obscure Text{"a forest spirit", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Deku Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[POSTMANS_HAT] = HintText::Item({ + hintTable[POSTMANS_HAT] = HintText::Item({ //obscure Text{"a hard worker's hat", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Postman's Hat", "**FRENCH**", "**SPANISH**"} ); - hintTable[ALL_NIGHT_MASK] = HintText::Item({ + hintTable[ALL_NIGHT_MASK] = HintText::Item({ //obscure Text{"insomnia", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the All-Night Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[BLAST_MASK] = HintText::Item({ + hintTable[BLAST_MASK] = HintText::Item({ //obscure Text{"a dangerous mask", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Blast Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[STONE_MASK] = HintText::Item({ + hintTable[STONE_MASK] = HintText::Item({ //obscure Text{"inconspicousness", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Stone Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[GREAT_FAIRYS_MASK] = HintText::Item({ + hintTable[GREAT_FAIRYS_MASK] = HintText::Item({ //obscure Text{"a friend of fairies", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Great Fairy's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[BREMEN_MASK] = HintText::Item({ + hintTable[BREMEN_MASK] = HintText::Item({ //obscure Text{"a bird's mask", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Bremen Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[DON_GEROS_MASK] = HintText::Item({ + hintTable[DON_GEROS_MASK] = HintText::Item({ //obscure Text{"a conductor's mask", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Don Gero's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[MASK_OF_SCENTS] = HintText::Item({ + hintTable[MASK_OF_SCENTS] = HintText::Item({ //obscure Text{"a pig's mask", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Mask of Scents", "**FRENCH**", "**SPANISH**"} ); - hintTable[ROMANIS_MASK] = HintText::Item({ + hintTable[ROMANIS_MASK] = HintText::Item({ //obscure Text{"a cow's mask", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Romani's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[CIRCUS_LEADERS_MASK] = HintText::Item({ + hintTable[CIRCUS_LEADERS_MASK] = HintText::Item({ //obscure Text{"a mask of sadness", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Troupe Leader's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[KAFEIS_MASK] = HintText::Item({ + hintTable[KAFEIS_MASK] = HintText::Item({ //obscure Text{"the mask of a missing one", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Kafei's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[COUPLES_MASK] = HintText::Item({ + hintTable[COUPLES_MASK] = HintText::Item({ //obscure Text{"the mark of a couple", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Couple's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[KAMAROS_MASK] = HintText::Item({ + hintTable[KAMAROS_MASK] = HintText::Item({ //obscure Text{"dance moves", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Kamaro's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[GIBDOS_MASK] = HintText::Item({ + hintTable[GIBDOS_MASK] = HintText::Item({ //obscure Text{"a mask of monsters", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Gibdo Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[GAROS_MASK] = HintText::Item({ + hintTable[GAROS_MASK] = HintText::Item({ //obscure Text{"the mask of spies", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Garo's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[CAPTAINS_HAT] = HintText::Item({ + hintTable[CAPTAINS_HAT] = HintText::Item({ //obscure Text{"a commanding presence", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Captain's Hat", "**FRENCH**", "**SPANISH**"} ); - hintTable[GIANTS_MASK] = HintText::Item({ + hintTable[GIANTS_MASK] = HintText::Item({ //obscure Text{"a growth spur", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Giant's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[FIERCE_DEITY_MASK] = HintText::Item({ + hintTable[FIERCE_DEITY_MASK] = HintText::Item({ //obscure Text{"the wrath of a god", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Fierce Deity's Mask", "**FRENCH**", "**SPANISH**"} ); - hintTable[MASK_OF_TRUTH] = HintText::Item({ + hintTable[MASK_OF_TRUTH] = HintText::Item({ //obscure Text{"a piercing gaze", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Mask of Truth", "**FRENCH**", "**SPANISH**"} ); - hintTable[FISHING_PASS] = HintText::Item({ + hintTable[FISHING_PASS] = HintText::Item({ //obscure Text{"a fishing pass", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Fishing Pass", "**FRENCH**", "**SPANISH**"} ); - hintTable[ICE_TRAP] = HintText::Item({ + hintTable[ICE_TRAP] = HintText::Item({ //obscure Text{"a frosty surprise", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"an Ice Trap", "**FRENCH**", "**SPANISH**"} ); hintTable[ZORA_EGG] = HintText::Item({ //obscure Text{"a zora egg", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Zora Egg", "**FRENCH**", "**SPANISH**"} ); - //SKULLTULA TOKENS - hintTable[SWAMP_SKULLTULA_TOKEN] = HintText::Item({ +//SKULLTULA TOKENS + hintTable[SWAMP_SKULLTULA_TOKEN] = HintText::Item({ //obscure Text{"a golden token", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Swamp Skulltula Token", "**FRENCH**", "**SPANISH**"} ); - hintTable[OCEANSIDE_SKULLTULA_TOKEN] = HintText::Item({ + hintTable[OCEANSIDE_SKULLTULA_TOKEN] = HintText::Item({ //obscure Text{"a golden token", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"an Oceanside Skulltula Token", "**FRENCH**", "**SPANISH**"} ); - - //Stray Fairies - hintTable[CT_STRAY_FAIRY] = HintText::Item({ + +//Stray Fairies + hintTable[CT_STRAY_FAIRY] = HintText::Item({ //obscure Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Clock Town Stray Fairy", "**FRENCH**", "**SPANISH**"} ); - hintTable[WF_STRAY_FAIRY] = HintText::Item({ + hintTable[WF_STRAY_FAIRY] = HintText::Item({ //obscure Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Woodfall Stray Fairy", "**FRENCH**", "**SPANISH**"} ); - hintTable[SH_STRAY_FAIRY] = HintText::Item({ + hintTable[SH_STRAY_FAIRY] = HintText::Item({ //obscure Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Snowhead Stray Fairy", "**FRENCH**", "**SPANISH**"} ); - hintTable[GBT_STRAY_FAIRY] = HintText::Item({ + hintTable[GBT_STRAY_FAIRY] = HintText::Item({ //obscure Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Great Bay Stray Fairy", "**FRENCH**", "**SPANISH**"} ); - hintTable[ST_STRAY_FAIRY] = HintText::Item({ + hintTable[ST_STRAY_FAIRY] = HintText::Item({ //obscure Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Stone Tower Stray Fairy", "**FRENCH**", "**SPANISH**"} ); - //PROGRESSIVE ITEMS (unused currently) - hintTable[PROGRESSIVE_SWORD] = HintText::Item({ +//PROGRESSIVE ITEMS (unused currently) + hintTable[PROGRESSIVE_SWORD] = HintText::Item({ //obscure Text{"a progressive sword", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a progressive sword", "**FRENCH**", "**SPANISH**"} ); - hintTable[PROGRESSIVE_BOMB_BAG] = HintText::Item({ + hintTable[PROGRESSIVE_BOMB_BAG] = HintText::Item({ //obscure Text{"a progressive bomb bag", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a progressive bomb bag", "**FRENCH**", "**SPANISH**"} ); - hintTable[PROGRESSIVE_BOW] = HintText::Item({ + hintTable[PROGRESSIVE_BOW] = HintText::Item({ //obscure Text{"a progressive bow", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a progressive quiver", "**FRENCH**", "**SPANISH**"} ); - hintTable[PROGRESSIVE_WALLET] = HintText::Item({ + hintTable[PROGRESSIVE_WALLET] = HintText::Item({ //obscure Text{"a progressive wallet", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a progressive wallet", "**FRENCH**", "**SPANISH**"} ); - hintTable[PROGRESSIVE_MAGIC_METER] = HintText::Item({ + hintTable[PROGRESSIVE_MAGIC_METER] = HintText::Item({ //obscure Text{"progressive magic meter", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a progressive magic power", "**FRENCH**", "**SPANISH**"} ); - // PROGRESSIVE_BOMBCHUS, - - //BOTTLE ITEMS - hintTable[EMPTY_BOTTLE] = HintText::Item({ + //PROGRESSIVE_BOMBCHUS +//BOTTLE ITEMS + hintTable[EMPTY_BOTTLE] = HintText::Item({ //obscure Text{"a glass container", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"an Empty Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[EMPTY_BOTTLE1] = HintText::Item({ + hintTable[EMPTY_BOTTLE1] = HintText::Item({ //obscure Text{"a glass container", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"an Empty Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[EMPTY_BOTTLE2] = HintText::Item({ + hintTable[EMPTY_BOTTLE2] = HintText::Item({ //obscure Text{"a glass container", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"an Empty Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_MILK] = HintText::Item({ + hintTable[BOTTLE_WITH_MILK] = HintText::Item({ //obscure Text{"a dairy product", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Milk Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_RED_POTION] = HintText::Item({ + hintTable[BOTTLE_WITH_RED_POTION] = HintText::Item({ //obscure Text{"a vessel of health", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Red Potion Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_GREEN_POTION] = HintText::Item({ + hintTable[BOTTLE_WITH_GREEN_POTION] = HintText::Item({ //obscure Text{"a magic potion", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Green Potion Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_BLUE_POTION] = HintText::Item({ + hintTable[BOTTLE_WITH_BLUE_POTION] = HintText::Item({ //obscure Text{"a blue drink", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Blue Potion Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_FAIRY] = HintText::Item({ + hintTable[BOTTLE_WITH_FAIRY] = HintText::Item({ //obscure Text{"a fairy", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Fairy Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_FISH] = HintText::Item({ + hintTable[BOTTLE_WITH_FISH] = HintText::Item({ //obscure Text{"something fresh", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Fish Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[CHATEAU_ROMANI] = HintText::Item({ + hintTable[CHATEAU_ROMANI] = HintText::Item({ //obscure Text{"an adult beverage", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Chateau Romani Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_BUGS] = HintText::Item({ + hintTable[BOTTLE_WITH_BUGS] = HintText::Item({ //obscure Text{"an insect", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Bug Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_POE] = HintText::Item({ + hintTable[BOTTLE_WITH_POE] = HintText::Item({ //obscure Text{"a captured spirit", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Poe Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_BIG_POE] = HintText::Item({ + hintTable[BOTTLE_WITH_BIG_POE] = HintText::Item({ //obscure Text{"a large captured spirit", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Big Poe Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_HOT_SPRING_WATER] = HintText::Item({ + hintTable[BOTTLE_WITH_HOT_SPRING_WATER] = HintText::Item({ //obscure Text{"a hot liquid", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Hot Spring Water Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_SPRING_WATER] = HintText::Item({ + hintTable[BOTTLE_WITH_SPRING_WATER] = HintText::Item({ //obscure Text{"a fresh drink", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Spring Water Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[DEKU_PRINCESS] = HintText::Item({ + hintTable[DEKU_PRINCESS] = HintText::Item({ //obscure Text{"a princess", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Deku Princess Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[GOLD_DUST] = HintText::Item({ + hintTable[GOLD_DUST] = HintText::Item({ //obscure Text{"a gleaming powder", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Gold Dust Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_ZORA_EGG] = HintText::Item({ + hintTable[BOTTLE_WITH_ZORA_EGG] = HintText::Item({ //obscure Text{"a lost child", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Zora Egg Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[SEAHORSE] = HintText::Item({ + hintTable[SEAHORSE] = HintText::Item({ //obscure Text{"a sea creature", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Seahorse Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_MUSHROOM] = HintText::Item({ + hintTable[BOTTLE_WITH_MUSHROOM] = HintText::Item({ //obscure Text{"a strange fungus", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Magic Mushroom Bottle", "**FRENCH**", "**SPANISH**"} ); - hintTable[BOTTLE_WITH_MYSTERY_MILK] = HintText::Item({ + hintTable[BOTTLE_WITH_MYSTERY_MILK] = HintText::Item({ //obscure Text{"a strange drink", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Mystery Milk Bottle", "**FRENCH**", "**SPANISH**"} ); - //UPGRADABLE ITEMS - hintTable[LARGE_QUIVER] = HintText::Item({Text{"a ranged weapon", "**FRENCH**", "**SPANISH**"}}); - hintTable[LARGEST_QUIVER] = HintText::Item({Text{"a ranged weapon", "**FRENCH**", "**SPANISH**"}}); - hintTable[BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); - hintTable[BIG_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); - hintTable[BIGGEST_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); - hintTable[ADULT_WALLET] = HintText::Item({Text{"a coin purse", "**FRENCH**", "**SPANISH**"}}); - hintTable[GIANT_WALLET] = HintText::Item({Text{"a coin purse", "**FRENCH**", "**SPANISH**"}}); - hintTable[MAGIC_POWER] = HintText::Item({Text{"magic power", "**FRENCH**", "**SPANISH**"}}); - hintTable[EXTENDED_MAGIC_POWER] = HintText::Item({Text{"magic power", "**FRENCH**", "**SPANISH**"}}); - //SONGS - hintTable[SONG_OF_TIME] = HintText::Item({ +//UPGRADABLE ITEMS + hintTable[LARGE_QUIVER] = HintText::Item({Text{"a ranged weapon", "**FRENCH**", "**SPANISH**"}}); + hintTable[LARGEST_QUIVER] = HintText::Item({Text{"a ranged weapon", "**FRENCH**", "**SPANISH**"}}); + hintTable[BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); + hintTable[BIG_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); + hintTable[BIGGEST_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); + hintTable[ADULT_WALLET] = HintText::Item({Text{"a coin purse", "**FRENCH**", "**SPANISH**"}}); + hintTable[GIANT_WALLET] = HintText::Item({Text{"a coin purse", "**FRENCH**", "**SPANISH**"}}); + hintTable[MAGIC_POWER] = HintText::Item({Text{"magic power", "**FRENCH**", "**SPANISH**"}}); + hintTable[EXTENDED_MAGIC_POWER] = HintText::Item({Text{"magic power", "**FRENCH**", "**SPANISH**"}}); +//SONGS + hintTable[SONG_OF_TIME] = HintText::Item({ //obscure Text{"song of time", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Song of Time", "**FRENCH**", "**SPANISH**"} - ); - hintTable[SONG_OF_STORMS] = HintText::Item({ + ); + hintTable[SONG_OF_STORMS] = HintText::Item({ //obscure Text{"stormy weather", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Song of Storms", "**FRENCH**", "**SPANISH**"} ); - hintTable[SONG_OF_HEALING] = HintText::Item({ + hintTable[SONG_OF_HEALING] = HintText::Item({ //obscure Text{"a soothing melody", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Song of Healing", "**FRENCH**", "**SPANISH**"} ); - hintTable[SONG_OF_SOARING] = HintText::Item({ + hintTable[SONG_OF_SOARING] = HintText::Item({ //obscure Text{"white wings", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Song of Soaring", "**FRENCH**", "**SPANISH**"} ); - //hintTable[SONG_OF_DOUBLE_TIME] = HintText::Item({Text{"double time", "**FRENCH**", "**SPANISH**"}}); - //hintTable[INVERTED_SONG_OF_TIME] = HintText::Item({Text{"slowed time", "**FRENCH**", "**SPANISH**"}}); - hintTable[EPONAS_SONG] = HintText::Item({ + //hintTable[SONG_OF_DOUBLE_TIME] = HintText::Item({ + // //obscure + // Text{"double time", "**FRENCH**", "**SPANISH**"}); + //hintTable[INVERTED_SONG_OF_TIME] = HintText::Item({ + // //obscure + // Text{"slowed time", "**FRENCH**", "**SPANISH**"}); + hintTable[EPONAS_SONG] = HintText::Item({ //obscure Text{"a horses song", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Epona's Song", "**FRENCH**", "**SPANISH**"} ); - hintTable[SONATA_OF_AWAKENING] = HintText::Item({ + hintTable[SONATA_OF_AWAKENING] = HintText::Item({ //obscure Text{"a royal song", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Sonata of Awakening", "**FRENCH**", "**SPANISH**"} ); - hintTable[LULLABY_INTRO] = HintText::Item({ + hintTable[LULLABY_INTRO] = HintText::Item({ //obscure Text{"a sleepy melody intro", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Lullaby Intro", "**FRENCH**", "**SPANISH**"} ); - hintTable[GORONS_LULLABY] = HintText::Item({ + hintTable[GORONS_LULLABY] = HintText::Item({ //obscure Text{"a sleepy melody", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Goron's Lullaby", "**FRENCH**", "**SPANISH**"} ); - hintTable[NEW_WAVE_BOSSA_NOVA] = HintText::Item({ + hintTable[NEW_WAVE_BOSSA_NOVA] = HintText::Item({ //obscure Text{"a song of newborns", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the New Wave Bossa Nova", "**FRENCH**", "**SPANISH**"} ); - hintTable[ELEGY_OF_EMPTINESS] = HintText::Item({ + hintTable[ELEGY_OF_EMPTINESS] = HintText::Item({ //obscure Text{"empty shells", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Elegy of Emptiness", "**FRENCH**", "**SPANISH**"} ); - hintTable[OATH_TO_ORDER] = HintText::Item({ + hintTable[OATH_TO_ORDER] = HintText::Item({ //obscure Text{"a song of giants", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Oath to Order", "**FRENCH**", "**SPANISH**"} ); - //PIECES OF HEART - hintTable[PIECE_OF_HEART] = HintText::Item({ +//PIECES OF HEART + hintTable[PIECE_OF_HEART] = HintText::Item({ //obscure Text{"a segment of health", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Piece of Heart", "**FRENCH**", "**SPANISH**"} ); - hintTable[HEART_CONTAINER] = HintText::Item({ + hintTable[HEART_CONTAINER] = HintText::Item({ //obscure Text{"a new heart", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Heart Container", "**FRENCH**", "**SPANISH**"} ); - //MAPS - //hintTable[MAP] = HintText::Item({Text{"a paper guide", "**FRENCH**", "**SPANISH**"}}); - hintTable[WOODFALL_TEMPLE_MAP] = HintText::Item({ +//MAPS + //hintTable[MAP] = HintText::Item({ + // //obscure + // Text{"a paper guide", "**FRENCH**", "**SPANISH**"}); + hintTable[WOODFALL_TEMPLE_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Woodfall Temple Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[SNOWHEAD_TEMPLE_MAP] = HintText::Item({ + hintTable[SNOWHEAD_TEMPLE_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Snowhead Temple Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[GBT_MAP] = HintText::Item({ + hintTable[GBT_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Great Bay Temple Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[STONE_TOWER_TEMPLE_MAP] = HintText::Item({ + hintTable[STONE_TOWER_TEMPLE_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Stone Tower Temple Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[CLOCK_TOWN_MAP] = HintText::Item({ + hintTable[CLOCK_TOWN_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Clock Town Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[WOODFALL_MAP] = HintText::Item({ + hintTable[WOODFALL_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Woodfall Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[SNOWHEAD_MAP] = HintText::Item({ + hintTable[SNOWHEAD_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Snowhead Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[GREAT_BAY_MAP] = HintText::Item({ + hintTable[GREAT_BAY_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Great Bay Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[STONE_TOWER_MAP] = HintText::Item({ + hintTable[STONE_TOWER_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Stone Tower Map", "**FRENCH**", "**SPANISH**"} ); - hintTable[ROMANI_RANCH_MAP] = HintText::Item({ + hintTable[ROMANI_RANCH_MAP] = HintText::Item({ //obscure Text{"a paper guide", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Romani Ranch Map", "**FRENCH**", "**SPANISH**"} ); - //COMPASSES - //hintTable[COMPASS] = HintText::Item({Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"}}); - hintTable[WOODFALL_TEMPLE_COMPASS] = HintText::Item({ +//COMPASSES + //hintTable[COMPASS] = HintText::Item({ + // //obscure + // Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"}); + hintTable[WOODFALL_TEMPLE_COMPASS] = HintText::Item({ //obscure Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Woodfall Temple Compass", "**FRENCH**", "**SPANISH**"} ); - hintTable[SNOWHEAD_TEMPLE_COMPASS] = HintText::Item({ + hintTable[SNOWHEAD_TEMPLE_COMPASS] = HintText::Item({ //obscure Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Snowhead Temple Compass", "**FRENCH**", "**SPANISH**"} ); - hintTable[GBT_COMPASS] = HintText::Item({ + hintTable[GBT_COMPASS] = HintText::Item({ //obscure Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Great Bay Temple Compass", "**FRENCH**", "**SPANISH**"} ); - hintTable[STONE_TOWER_TEMPLE_COMPASS] = HintText::Item({ + hintTable[STONE_TOWER_TEMPLE_COMPASS] = HintText::Item({ //obscure Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Stone Tower Temple Compass", "**FRENCH**", "**SPANISH**"} ); - //BOSSKEYS - //hintTable[BOSS_KEY] = HintText::Item({Text{"an important key", "**FRENCH**", "**SPANISH**"}}); - hintTable[WOODFALL_TEMPLE_BOSS_KEY] = HintText::Item({ +//BOSSKEYS + //hintTable[BOSS_KEY] = HintText::Item({ + // //obscure + // Text{"an important key", "**FRENCH**", "**SPANISH**"}); + hintTable[WOODFALL_TEMPLE_BOSS_KEY] = HintText::Item({ //obscure Text{"an important key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Woodfall Temple Boss Key", "**FRENCH**", "**SPANISH**"} ); - hintTable[SNOWHEAD_TEMPLE_BOSS_KEY] = HintText::Item({ + hintTable[SNOWHEAD_TEMPLE_BOSS_KEY] = HintText::Item({ //obscure Text{"an important key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Snowhead Temple Boss Key", "**FRENCH**", "**SPANISH**"} ); - hintTable[GBT_BOSS_KEY] = HintText::Item({ + hintTable[GBT_BOSS_KEY] = HintText::Item({ //obscure Text{"an important key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Great Bay Temple Boss Key", "**FRENCH**", "**SPANISH**"} ); - hintTable[STONE_TOWER_TEMPLE_BOSS_KEY] = HintText::Item({ + hintTable[STONE_TOWER_TEMPLE_BOSS_KEY] = HintText::Item({ //obscure Text{"an important key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Stone Tower Temple Boss Key", "**FRENCH**", "**SPANISH**"} ); - //SMALLKEYS - //hintTable[SMALL_KEY] = HintText::Item({Text{"a useful key", "**FRENCH**", "**SPANISH**"}}); - hintTable[WOODFALL_TEMPLE_SMALL_KEY] = HintText::Item({ +//SMALLKEYS + //hintTable[SMALL_KEY] = HintText::Item({ + // //obscure + // Text{"a useful key", "**FRENCH**", "**SPANISH**"}); + hintTable[WOODFALL_TEMPLE_SMALL_KEY] = HintText::Item({ //obscure Text{"swampy small key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Woodfall Temple Small Key", "**FRENCH**", "**SPANISH**"} ); hintTable[SNOWHEAD_TEMPLE_SMALL_KEY] = HintText::Item({ //obscure Text{"icy small key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Snowhead Temple Small Key", "**FRENCH**", "**SPANISH**"} ); hintTable[GBT_SMALL_KEY] = HintText::Item({ //obscure Text{"ocean small key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Great Bay Temple Small Key", "**FRENCH**", "**SPANISH**"} ); hintTable[STONE_TOWER_TEMPLE_SMALL_KEY] = HintText::Item({ //obscure Text{"rocky small key", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"the Stone Tower Temple Small Key", "**FRENCH**", "**SPANISH**"} ); - //DUNGEON REWARDS - hintTable[ODOLWAS_REMAINS] = HintText::Item({ +//DUNGEON REWARDS + hintTable[ODOLWAS_REMAINS] = HintText::Item({ //obscure Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Odolwa's Remains", "**FRENCH**", "**SPANISH**"} ); - hintTable[GOHTS_REMAINS] = HintText::Item({ + hintTable[GOHTS_REMAINS] = HintText::Item({ //obscure Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Goht's Remains", "**FRENCH**", "**SPANISH**"} ); - hintTable[GYORGS_REMAINS] = HintText::Item({ + hintTable[GYORGS_REMAINS] = HintText::Item({ //obscure Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Gyorg's Remains", "**FRENCH**", "**SPANISH**"} ); - hintTable[TWINMOLDS_REMAINS] = HintText::Item({ + hintTable[TWINMOLDS_REMAINS] = HintText::Item({ //obscure Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Twinmold's Remains", "**FRENCH**", "**SPANISH**"} ); - + /*----------------------- | REFILL ITEMS | -----------------------*/ hintTable[RECOVERY_HEART] = HintText::Item({ //obscure Text{"Recovery Heart", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Recovery Heart", "**FRENCH**", "**SPANISH**"} ); hintTable[GREEN_RUPEE] = HintText::Item({ //obscure Text{"Green rupee", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Green Rupee", "**FRENCH**", "**SPANISH**"} ); hintTable[BLUE_RUPEE] = HintText::Item({ //obscure Text{"Blue rupee", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Blue Rupee", "**FRENCH**", "**SPANISH**"} ); hintTable[RED_RUPEE] = HintText::Item({ //obscure Text{"Red rupee", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Red Rupee", "**FRENCH**", "**SPANISH**"} ); hintTable[PURPLE_RUPEE] = HintText::Item({ //obscure Text{"Purple rupee", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Purple Rupee", "**FRENCH**", "**SPANISH**"} ); hintTable[SILVER_RUPEE] = HintText::Item({ //obscure Text{"Silver rupee", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Silver Rupee", "**FRENCH**", "**SPANISH**"} ); hintTable[HUGE_RUPEE] = HintText::Item({ //obscure Text{"Huge rupee", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Huge Rupee", "**FRENCH**", "**SPANISH**"} ); hintTable[DEKU_NUTS_5] = HintText::Item({ //obscure Text{"5 nuts", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Deku Nuts (5 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[DEKU_NUTS_10] = HintText::Item({ //obscure Text{"10 nuts", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Deku Nuts (10 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[BOMBS_5] = HintText::Item({ //obscure Text{"5 explosive orbs", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Bombs (5 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[BOMBS_10] = HintText::Item({ //obscure Text{"10 explosive orbs", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Bombs (10 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[BOMBS_20] = HintText::Item({ //obscure Text{"20 explosive orbs", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Bombs (20 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[BOMBCHU_5] = HintText::Item({ //obscure Text{"5 explosive mice", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Bombchu (5 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[BOMBCHU_10] = HintText::Item({ //obscure Text{"10 explosive mice", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Bombchu (10 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[BOMBCHU_20] = HintText::Item({ //obscure Text{"20 explosive mice", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Bombchu (20 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[ARROWS_10] = HintText::Item({ //obscure Text{"10 projectile sticks", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Arrow (10 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[ARROWS_30] = HintText::Item({ //obscure Text{"30 projectile sticks", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Arrow (30 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[ARROWS_40] = HintText::Item({ //obscure Text{"40 projectile sticks", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Arrow (40 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[ARROWS_50] = HintText::Item({ //obscure Text{"50 projectile sticks", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"Arrow (50 pieces)", "**FRENCH**", "**SPANISH**"} ); hintTable[BLUE_POTION_REFILL] = HintText::Item({ //obscure Text{"Blue Potion Refill", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"some Blue Potion", "**FRENCH**", "**SPANISH**"} ); hintTable[GREEN_POTION_REFILL] = HintText::Item({ //obscure Text{"Green Potion Refill", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"some Green Potion", "**FRENCH**", "**SPANISH**"} ); hintTable[RED_POTION_REFILL] = HintText::Item({ //obscure Text{"Red Potion Refill", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"some Red Potion", "**FRENCH**", "**SPANISH**"} ); hintTable[BOMBCHU_DROP] = HintText::Item({ //obscure Text{"explosive mice", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"some Bombchu", "**FRENCH**", "**SPANISH**"} ); hintTable[DEKU_STICK_1] = HintText::Item({ //obscure Text{"1 stick", "**FRENCH**", "**SPANISH**"} - }, - //clear + }, //clear Text{"a Deku Stick", "**FRENCH**", "**SPANISH**"} ); - + /*---------------- | SHOP ITEMS | ----------------*/ @@ -1149,891 +1004,1331 @@ void HintTable_Init() { hintTable[BUY_RED_POTION] = HintText::Item({Text{"Buy Red Potion", "**FRENCH**", "**SPANISH**"}}); /*----------------------- - | SOMETIMES HINT TEXT | - -----------------------*/ - // Clock Tower + | SOMETIMES HINT TEXT | + -----------------------*/ +//Clock Tower hintTable[CLOCK_TOWER_OCARINA_OF_TIME] = HintText::Sometimes({ + //obscure Text{"A Musical Instrument", "**FRENCH**", "**SPANISH**"}}); hintTable[CLOCK_TOWER_SONG_OF_TIME] = HintText::Sometimes({ + //obscure Text{"A Timeless Song", "**FRENCH**", "**SPANISH**"}}); hintTable[HMS_DEKU_MASK] = HintText::Sometimes({ + //obscure Text{"a forest curse removed rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[HMS_SONG_OF_HEALING] = HintText::Sometimes({ + //obscure Text{"a masked man's melody teaches", "**FRENCH**", "**SPANISH**"}}); hintTable[HMS_BOMBERS_NOTEBOOK] = HintText::Sometimes({ + //obscure Text{"a masked man's gift rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[HMS_STARTING_SWORD] = HintText::Sometimes({ + //obscure Text{"a new file yields", "**FRENCH**", "**SPANISH**"}}); hintTable[HMS_STARTING_SHIELD] = HintText::Sometimes({ + //obscure Text{"a new file yields", "**FRENCH**", "**SPANISH**"}}); //PRE_CLOCK_TOWN_CHEST, //Deku Palace hintTable[DEKU_PALACE_BEAN_SELLER] = HintText::Sometimes({ + //obscure Text{"a gorging merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[DEKU_PALACE_WEST_GARDEN] = HintText::Sometimes({ + //obscure Text{"the home of scrubs contains", "**FRENCH**", "**SPANISH**"}}); hintTable[DEKU_PALACE_BUTLER_RACE] = HintText::Sometimes({ + //obscure Text{"the royal servant rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[DEKU_PALACE_BEAN_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a merchant's cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[DEKU_PALACE_IMPRISONED_MONKEY] = HintText::Sometimes({ + //obscure Text{"a false imprisonment teaches", "**FRENCH**", "**SPANISH**"}}); //East Clock Town hintTable[E_CLOCK_TOWN_AROMA_IN_BAR] = HintText::Sometimes({ + //obscure Text{"an important lady rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_ARCHERY_1] = HintText::Sometimes({ + //obscure Text{"a town activity rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_ARCHERY_2] = HintText::Sometimes({ + //obscure Text{"a town activity rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_MAYOR] = HintText::Sometimes({ + //obscure Text{"a town leader rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_HONEY_DARLING_3DAYS] = HintText::Sometimes({ + //obscure Text{"a lovers game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_GORON] = HintText::Sometimes({ + //obscure Text{"a treasure game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_POSTMAN_FREEDOM] = HintText::Sometimes({ + //obscure Text{"a delivery person rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_GORMAN] = HintText::Sometimes({ + //obscure Text{"a miserable leader rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_AROMA_IN_OFFICE] = HintText::Sometimes({ + //obscure Text{"an important lady rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[BOMBERS_HIDEOUT_CHEST] = HintText::Sometimes({ + //obscure Text{"a secret hideout contains", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_CHEST] = HintText::Sometimes({ + //obscure Text{"a shop roof contains", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ + //obscure Text{"a correspondence box contains", "**FRENCH**", "**SPANISH**"}}); - //hintTable[E_CLOCK_TOWN_MILK_BAR_CHATEAU] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); - //hintTable[E_CLOCK_TOWN_MILK_BAR_MILK] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); + //hintTable[E_CLOCK_TOWN_MILK_BAR_CHATEAU] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + //hintTable[E_CLOCK_TOWN_MILK_BAR_MILK] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); hintTable[GORMAN_TRACK_MYSTERY_MILK_QUEST] = HintText::Sometimes({ + //obscure Text{"an upset stomach cure rewards", "**FRENCH**", "**SPANISH**"}}); - //hintTable[E_CLOCK_TOWN_HONEY_DARLING_ANY_DAY] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); - //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_HUMAN] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); - //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_ZORA] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); - //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_DEKU] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); + //hintTable[E_CLOCK_TOWN_HONEY_DARLING_ANY_DAY] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_HUMAN] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_ZORA] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_DEKU] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); //Goron Village hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE] = HintText::Sometimes({ + //obscure Text{"a large goron rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_SCRUB_PURCHASE] = HintText::Sometimes({ + //obscure Text{"a northern merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_LENS_OF_TRUTH_CHEST] = HintText::Sometimes({ + //obscure Text{"a lonely peak contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_SCRUB_TRADE] = HintText::Sometimes({ + //obscure Text{"a northern merchant trades", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_LEDGE] = HintText::Sometimes({ + //obscure Text{"a cold ledge contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE_SPRING] = HintText::Sometimes({ + //obscure Text{"a large goron rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_SCRUB_PURCHASE_SPRING] = HintText::Sometimes({ + //obscure Text{"a northern merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_SCRUB_TRADE_SPRING] = HintText::Sometimes({ + //obscure Text{"a northern merchant trades", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_LEDGE_SPRING] = HintText::Sometimes({ + //obscure Text{"a cold ledge contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_VILLAGE_GORON_LULLABY] = HintText::Sometimes({ + //obscure Text{"a lonely child teaches", "**FRENCH**", "**SPANISH**"}}); hintTable[LENS_CAVE_RED_RUPEE] = HintText::Sometimes({ + //obscure Text{"a lonely peak contains", "**FRENCH**", "**SPANISH**"}}); hintTable[LENS_CAVE_PURPLE_RUPEE] = HintText::Sometimes({ + //obscure Text{"a lonely peak contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_SHOP_ITEM_1] = HintText::Sometimes({ + //obscure Text{"a goron shop sells", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_SHOP_ITEM_2] = HintText::Sometimes({ + //obscure Text{"a goron shop sells", "**FRENCH**", "**SPANISH**"}}); hintTable[GORON_SHOP_ITEM_3] = HintText::Sometimes({ + //obscure Text{"a goron shop sells", "**FRENCH**", "**SPANISH**"}}); //Great Bay Coast hintTable[GBC_OCEAN_SPIDER_DAY1] = HintText::Sometimes({ + //obscure Text{"a new ocean home owner rewards", "**FRENCH**", "**SPANISH**"}}); - //hintTable[GBC_OCEAN_SPIDER_DAY2] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); - //hintTable[GBC_OCEAN_SPIDER_DAY3] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); + //hintTable[GBC_OCEAN_SPIDER_DAY2] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + //hintTable[GBC_OCEAN_SPIDER_DAY3] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); hintTable[GBC_FISHERMAN_GAME] = HintText::Sometimes({ + //obscure Text{"an ocean game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_OCEAN_SPIDER_CHEST] = HintText::Sometimes({ + //obscure Text{"the colored masks contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_LAB_FISH] = HintText::Sometimes({ + //obscure Text{"feeding the fish rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_LEDGE] = HintText::Sometimes({ + //obscure Text{"an ocean ledge contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_MIKAU] = HintText::Sometimes({ + //obscure Text{"a healed spirit rewards", "**FRENCH**", "**SPANISH**"}}); - hintTable[GBC_BABY_ZORAS] = HintText::Sometimes({ + hintTable[GBC_BABY_ZORAS] = HintText::Sometimes({ + //obscure Text{"the pirates' loot teaches", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"an ocean cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_GROTTO_COW1] = HintText::Sometimes({ + //obscure Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_GROTTO_COW2] = HintText::Sometimes({ + //obscure Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); hintTable[GBC_FISHERMAN_PHOTO] = HintText::Sometimes({ + //obscure Text{"a fisherman rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_GBC_GB] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_GBC_ST] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); //Ikana Canyon hintTable[IKANA_CANYON_GREAT_FAIRY] = HintText::Sometimes({ + //obscure Text{"the fairy of kindness rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_CANYON_POE_HUT_HP] = HintText::Sometimes({ + //obscure Text{"a game of ghosts rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_CANYON_LEDGE] = HintText::Sometimes({ + //obscure Text{"a canyon ledge contains", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_CANYON_PAMELAS_FATHER] = HintText::Sometimes({ + //obscure Text{"a lost father rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_CANYON_SECRET_SHRINE_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a waterfall cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_CANYON_SCRUB_TRADE] = HintText::Sometimes({ + //obscure Text{"an eastern merchant trades", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_CANYON_SCRUB_PURCHASE] = HintText::Sometimes({ + //obscure Text{"an eastern merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_IKANA_CANYON_ST] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_IKANA_CANYON_CT] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); //Ikana Graveyard hintTable[IKANA_GRAVEYARD_DAMPE_DIGGING] = HintText::Sometimes({ + //obscure Text{"a fearful basement contains", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_GRAVEYARD_IRON_KNUCKLE_CHEST] = HintText::Sometimes({ + //obscure Text{"a hollow ground contains", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_GRAVEYARD_CAPTAIN_KEETA_CHEST] = HintText::Sometimes({ + //obscure Text{"a skeletal leader rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_TABLET] = HintText::Sometimes({ + //obscure Text{"a hollow ground teaches", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_BATS] = HintText::Sometimes({ + //obscure Text{"a cloud of bats contains", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_GRAVEYARD_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a circled cave contains", "**FRENCH**", "**SPANISH**"}}); //Laundry Pool hintTable[LAUNDRY_POOL_KAFEI] = HintText::Sometimes({ + //obscure Text{"a posted letter rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_ONE] = HintText::Sometimes({ + //obscure Text{"a shady dealer rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_TWO] = HintText::Sometimes({ + //obscure Text{"a shady dealer rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[LAUNDRY_POOL_GURU_GURU] = HintText::Sometimes({ + //obscure Text{"a musician gives", "**FRENCH**", "**SPANISH**"}}); hintTable[LAUNDRY_POOL_SF] = HintText::Sometimes({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); //Milk Road hintTable[MILK_ROAD_GORMAN_RACE] = HintText::Sometimes({ + //obscure Text{"a sporting event rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[MILK_ROAD_GORMAN_MILK_BUY] = HintText::Sometimes({ + //obscure Text{"a dodgy seller sells", "**FRENCH**", "**SPANISH**"}}); hintTable[MILK_ROAD_KEATON_QUIZ] = HintText::Sometimes({ + //obscure Text{"a mysterious fox rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_MILK_ROAD_RR] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_MILK_ROAD_GB] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); //Mountain Village hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_ONE] = HintText::Sometimes({ + //obscure Text{"a moutain smith crafts", "**FRENCH**", "**SPANISH**"}}); hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_TWO] = HintText::Sometimes({ + //obscure Text{"a mountain smith crafts", "**FRENCH**", "**SPANISH**"}}); hintTable[MOUNTAIN_VILLAGE_FROG_CHOIR] = HintText::Sometimes({ + //obscure Text{"a frog choir rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[MOUNTAIN_VILLAGE_KEATON_QUIZ] = HintText::Sometimes({ + //obscure Text{"a mysterious fox rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[MOUNTAIN_VILLAGE_DARMANI] = HintText::Sometimes({ + //obscure Text{"a mountain spirit rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[MOUNTAIN_VILLAGE_HUNGRY_GORON] = HintText::Sometimes({ + //obscure Text{"a hungry goron rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[MOUNTAIN_WATERFALL_CHEST] = HintText::Sometimes({ + //obscure Text{"a springtime waterfall contains", "**FRENCH**", "**SPANISH**"}}); hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a springtime cave contains", "**FRENCH**", "**SPANISH**"}}); //N Clock Town hintTable[N_CLOCK_TOWN_GREAT_FAIRY_DEKU] = HintText::Sometimes({ + //obscure Text{"the fairy of magic rewards", "**FRENCH**", "**SPANISH**"}}); - //hintTable[N_CLOCK_TOWN_BOMBERS_HIDE_SEEK] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); doesn't give an item in 3d + //hintTable[N_CLOCK_TOWN_BOMBERS_HIDE_SEEK] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); hintTable[N_CLOCK_TOWN_KEATON_QUIZ] = HintText::Sometimes({ + //obscure Text{"a mysterious fox rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_3DAYS] = HintText::Sometimes({ + //obscure Text{"a game for scrubs rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[N_CLOCK_TOWN_TREE] = HintText::Sometimes({ + //obscure Text{"a town playground contains", "**FRENCH**", "**SPANISH**"}}); hintTable[N_CLOCK_TOWN_OLD_LADY] = HintText::Sometimes({ + //obscure Text{"an old lady's struggle rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[N_CLOCK_TOWN_GREAT_FAIRY_HUMAN] = HintText::Sometimes({ + //obscure Text{"the fairy of magi rewardsc", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_N_CLOCK_TOWN_CT] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_N_CLOCK_TOWN_WF] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[N_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ + //obscure Text{"a correspondence box contains", "**FRENCH**", "**SPANISH**"}}); - //hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_ADAY] = HintText::Sometimes({Text{"a game for scrubs", "**FRENCH**", "**SPANISH**"}}); + //hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_ADAY] = HintText::Sometimes({ + // //obscure + // Text{"a game for scrubs", "**FRENCH**", "**SPANISH**"}); //Road to Snowhead hintTable[ROAD_TO_SNOWHEAD_PILLAR] = HintText::Sometimes({ + //obscure Text{"a cold platform contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ROAD_TO_SNOWHEAD_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a snowy cave contains", "**FRENCH**", "**SPANISH**"}}); //Pinnacle Rock hintTable[PINNACLE_ROCK_SEAHORSES] = HintText::Sometimes({ + //obscure Text{"a fishy reunion rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[PINNACLE_ROCK_UPPER_CHEST] = HintText::Sometimes({ + //obscure Text{"a marine trench contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PINNACLE_ROCK_LOWER_CHEST] = HintText::Sometimes({ + //obscure Text{"a marine trench contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PINNACLE_ROCK_ZORA_EGG1] = HintText::Sometimes({ + //obscure Text{"in a marine trench rests", "**FRENCH**", "**SPANISH**"}}); hintTable[PINNACLE_ROCK_ZORA_EGG2] = HintText::Sometimes({ + //obscure Text{"in a marine trench rests", "**FRENCH**", "**SPANISH**"}}); hintTable[PINNACLE_ROCK_ZORA_EGG3] = HintText::Sometimes({ + //obscure Text{"in a marine trench rests", "**FRENCH**", "**SPANISH**"}}); //Road to Ikana hintTable[ROAD_TO_IKANA_PILLAR_CHEST] = HintText::Sometimes({ + //obscure Text{"a high chest contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ROAD_TO_IKANA_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a blocked cave contains", "**FRENCH**", "**SPANISH**"}}); //Road to Southern Swamp hintTable[ROAD_TO_SS_ARCHERY_1] = HintText::Sometimes({ + //obscure Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ROAD_TO_SS_ARCHERY_2] = HintText::Sometimes({ + //obscure Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ROAD_TO_SS_TREE] = HintText::Sometimes({ + //obscure Text{"a batty tree contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ROAD_TO_SWAMP_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a southern cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_ROAD_TO_SS_WF] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_ROAD_TO_SS_SH] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); //Romani Ranch hintTable[ROMANI_RANCH_ALIEN_DEFENSE] = HintText::Sometimes({ + //obscure Text{"a ranch invasion rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ROMANI_RANCH_DOG_RACE] = HintText::Sometimes({ + //obscure Text{"a sporting event rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ROMANI_RANCH_GROG] = HintText::Sometimes({ + //obscure Text{"a chicken lover rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ROMANI_RANCH_CREMIA_ESCORT] = HintText::Sometimes({ + //obscure Text{"an older sister rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ROMANI_RANCH_ROMANIS_GAME] = HintText::Sometimes({ + //obscure Text{"an equine reunion teaches", "**FRENCH**", "**SPANISH**"}}); hintTable[ROMANI_RANCH_COW_1] = HintText::Sometimes({ + //obscure Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); hintTable[ROMANI_RANCH_COW_2] = HintText::Sometimes({ + //obscure Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); hintTable[ROMANI_RANCH_COW_3] = HintText::Sometimes({ + //obscure Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); hintTable[DOGGY_RACETRACK_ROOF_CHEST] = HintText::Sometimes({ + //obscure Text{"a day at the races contains", "**FRENCH**", "**SPANISH**"}}); //S Clock Town hintTable[S_CLOCK_TOWN_SCRUB_TRADE] = HintText::Sometimes({ + //obscure Text{"a town merchant trades", "**FRENCH**", "**SPANISH**"}}); hintTable[S_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ + //obscure Text{"a correspondence box contains", "**FRENCH**", "**SPANISH**"}}); hintTable[S_CLOCK_TOWN_CLOCK_TOWER_ENTRANCE] = HintText::Sometimes({ + //obscure Text{"the tower doors contains", "**FRENCH**", "**SPANISH**"}}); hintTable[S_CLOCK_TOWN_STRAW_ROOF_CHEST] = HintText::Sometimes({ + //obscure Text{"a straw roof contains", "**FRENCH**", "**SPANISH**"}}); hintTable[S_CLOCK_TOWN_FINAL_DAY_CHEST] = HintText::Sometimes({ + //obscure Text{"a carnival tower contains", "**FRENCH**", "**SPANISH**"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_1] = HintText::Sometimes({ + //obscure Text{"a keeper of wealth rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_2] = HintText::Sometimes({ + //obscure Text{"interest rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_3] = HintText::Sometimes({ + //obscure Text{"being rich rewards", "**FRENCH**", "**SPANISH**"}}); //Snowhead hintTable[SNOWHEAD_GREAT_FAIRY] = HintText::Sometimes({ + //obscure Text{"the fairy of power rewards", "**FRENCH**", "**SPANISH**"}}); //Southern Swamp hintTable[SOUTHERN_SWAMP_MUSIC_STATUE] = HintText::Exclude({ + //obscure Text{"a guiding owl teaches", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_KOUME] = HintText::Sometimes({ + //obscure Text{"a witch rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_KOTAKE] = HintText::Sometimes({ + //obscure Text{"a sleeping witch rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_KOTAKE_IN_WOODS] = HintText::Sometimes({ + //obscure Text{"a witch rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE] = HintText::Sometimes({ + //obscure Text{"a southern merchant trades", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_PICTOGRAPH_WINNER] = HintText::Sometimes({ + //obscure Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_BOAT_ARCHERY] = HintText::Sometimes({ + //obscure Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[SWAMP_TOURIST_CENTER_ROOF] = HintText::Sometimes({ + //obscure Text{"a tourist center contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a swampy cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_SPIDER_HOUSE_REWARD] = HintText::Sometimes({ + //obscure Text{"a swamp spider man rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a mystery cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_KOTAKE_MUSHROOM_SALE] = HintText::Sometimes({ + //obscure Text{"a sleeping witch rewards", "**FRENCH**", "**SPANISH**"}}); - //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_STANDARD] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); - //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_GOOD] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); + //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_STANDARD] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_GOOD] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE] = HintText::Sometimes({ + //obscure Text{"a southern merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE_CLEAR] = HintText::Sometimes({ + //obscure Text{"a southern merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE_CLEAR] = HintText::Sometimes({ + //obscure Text{"a southern merchant trades", "**FRENCH**", "**SPANISH**"}}); hintTable[SWAMP_TOURIST_CENTER_ROOF_CLEAR] = HintText::Sometimes({ + //obscure Text{"a tourist center contains", "**FRENCH**", "**SPANISH**"}}); hintTable[POTION_SHOP_ITEM_1] = HintText::Sometimes({ + //obscure Text{"a potion maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[POTION_SHOP_ITEM_2] = HintText::Sometimes({ + //obscure Text{"a potion maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[POTION_SHOP_ITEM_3] = HintText::Sometimes({ + //obscure Text{"a potion maker sells", "**FRENCH**", "**SPANISH**"}}); //Stock Pot Inn hintTable[STOCKPOTINN_RESERVATION] = HintText::Sometimes({ + //obscure Text{"checking-in rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[STOCKPOTINN_MIDNIGHT_MEETING] = HintText::Sometimes({ + //obscure Text{"a late meeting rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[STOCKPOTINN_TOILET_HAND] = HintText::Sometimes({ + //obscure Text{"a strange palm rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[STOCKPOTINN_GRANDMA_SHORT_STORY] = HintText::Sometimes({ + //obscure Text{"an old lady rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[STOCKPOTINN_GRANDMA_LONG_STORY] = HintText::Sometimes({ + //obscure Text{"an old lady rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[STOCKPOTINN_ANJU_AND_KAFEI] = HintText::Sometimes({ + //obscure Text{"a lovers' reunion rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[STOCKPOTINN_STAFF_ROOM_CHEST] = HintText::Sometimes({ + //obscure Text{"an employee room contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STOCKPOTINN_GUEST_ROOM_CHEST] = HintText::Sometimes({ + //obscure Text{"a guest bedroom contains", "**FRENCH**", "**SPANISH**"}}); //Stone Tower hintTable[STONE_TOWER_INVERTED_RIGHT_CHEST] = HintText::Sometimes({ + //obscure Text{"a sky below contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_INVERTED_CENTER_CHEST] = HintText::Sometimes({ + //obscure Text{"a sky below contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_INVERTED_LEFT_CHEST] = HintText::Sometimes({ + //obscure Text{"a sky below contains", "**FRENCH**", "**SPANISH**"}}); //Termina Field hintTable[TERMINA_FIELD_MOONS_TEAR] = HintText::Sometimes({ + //obscure Text{"a falling star contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_GOSSIP_STONES] = HintText::Sometimes({ + //obscure Text{"mysterious stones reward", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_BUSINESS_SCRUB] = HintText::Sometimes({ + //obscure Text{"a hidden merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_PEAHAT_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a hollow ground contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_DODONGO_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a hollow ground contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_BIO_BABA_GROTTO_BEEHIVE] = HintText::Sometimes({ + //obscure Text{"a beehive contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_KAMARO] = HintText::Sometimes({ + //obscure Text{"a dancer rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_PILLAR_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a hollow pillar contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_GRASS_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a grassy cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_UNDERWATER_CHEST] = HintText::Sometimes({ + //obscure Text{"a sunken chest contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_GRASS_CHEST] = HintText::Sometimes({ + //obscure Text{"a grassy chest contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_STUMP_CHEST] = HintText::Sometimes({ + //obscure Text{"a tree chest contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_GROTTO_COW1] = HintText::Sometimes({ + //obscure Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); hintTable[TERMINA_FIELD_GROTTO_COW2] = HintText::Sometimes({ + //obscure Text{"a lost creature gibes", "**FRENCH**", "**SPANISH**"}}); //Twin Islands hintTable[HOT_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a steamy grotto contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TWIN_ISLANDS_GORON_RACE] = HintText::Sometimes({ + //obscure Text{"a sporting event rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a hidden cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TWIN_ISLANDS_UNDERWATER_RAMP_CHEST] = HintText::Sometimes({ + //obscure Text{"a spring treasure contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TWIN_ISLANDS_CAVE_CHEST] = HintText::Sometimes({ + //obscure Text{"a sunken springtime treasure contains", "**FRENCH**", "**SPANISH**"}}); hintTable[TWIN_ISLANDS_LULLABY_INTRO] = HintText::Sometimes({ + //obscure Text{"a goron elder teaches", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_TWIN_ISLANDS_SH] = HintText::Sometimes({ + //obscure Text{"a map maker sells ", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_TWIN_ISLANDS_RR] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_TWIN_ISLANDS_SH_SPRING] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TINGLE_TWIN_ISLANDS_RR_SPRING] = HintText::Sometimes({ + //obscure Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); //W Clock Town hintTable[W_CLOCK_TOWN_BOMB_BAG_BUY] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[W_CLOCK_TOWN_BIG_BOMB_BAG_BUY] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[W_CLOCK_TOWN_POSTMANS_GAME] = HintText::Sometimes({ + //obscure Text{"a delivery person rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[W_CLOCK_TOWN_ROSA_SISTERS] = HintText::Sometimes({ + //obscure Text{"traveling sisters reward", "**FRENCH**", "**SPANISH**"}}); hintTable[W_CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Sometimes({ + //obscure Text{"a town game rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[W_CLOCK_TOWN_ALL_NIGHT_MASK_BUY] = HintText::Sometimes({ + //obscure Text{"a shady town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[W_CLOCK_TOWN_BOMB_SHOP_GORON] = HintText::Sometimes({ + //obscure Text{"a town goron merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[W_CLOCK_TOWN_CURIOSITY_BOMB_BAG] = HintText::Sometimes({ + //obscure Text{"a shady town merchant sells", "**FRENCH**", "**SPANISH**"}}); - //hintTable[W_CLOCK_TOWN_LOTTERY] = HintText::Sometimes({Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}}); + //hintTable[W_CLOCK_TOWN_LOTTERY] = HintText::Sometimes({ + // //obscure + // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); hintTable[TRADING_POST_ITEM_1] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TRADING_POST_ITEM_2] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TRADING_POST_ITEM_3] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TRADING_POST_ITEM_4] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TRADING_POST_ITEM_5] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TRADING_POST_ITEM_6] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TRADING_POST_ITEM_7] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[TRADING_POST_ITEM_8] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[BOMB_SHOP_ITEM_1] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[BOMB_SHOP_ITEM_2] = HintText::Sometimes({ + //obscure Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); - //hintTable[BOMB_SHOP_ITEM_3] = HintText::Sometimes({Text{"a town merchant", "**FRENCH**", "**SPANISH**"}}); + //hintTable[BOMB_SHOP_ITEM_3] = HintText::Sometimes({ + // //obscure + // Text{"a town merchant", "**FRENCH**", "**SPANISH**"}); //Woodfall hintTable[WOODFALL_BRIDGE_CHEST] = HintText::Sometimes({ + //obscure Text{"a swamp chest contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WOODFALL_BEHIND_OWL_CHEST] = HintText::Sometimes({ + //obscure Text{"a swamp chest contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ENTRANCE_TO_WOODFALL_CHEST] = HintText::Sometimes({ + //obscure Text{"a swamp chest contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WOODFALL_GREAT_FAIRY] = HintText::Sometimes({ + //obscure Text{"the fairy of wisdom rewards", "**FRENCH**", "**SPANISH**"}}); //Zora Cape hintTable[ZORA_CAPE_GREAT_FAIRY] = HintText::Sometimes({ + //obscure Text{"the fairy of courage rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_CAPE_BEAVER_RACE_1] = HintText::Sometimes({ + //obscure Text{"a river dweller rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_CAPE_BEAVER_RACE_2] = HintText::Sometimes({ + //obscure Text{"a river dweller rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_CAPE_LIKE_LIKE] = HintText::Sometimes({ + //obscure Text{"a shield eater contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_CAPE_LEDGE_NO_TREE] = HintText::Sometimes({ + //obscure Text{"a high place contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_CAPE_LEDGE_WITH_TREE] = HintText::Sometimes({ + //obscure Text{"a high place contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_CAPE_GROTTO_CHEST] = HintText::Sometimes({ + //obscure Text{"a beach cave contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_CAPE_UNDERWATER_CHEST] = HintText::Sometimes({ + //obscure Text{"a sunken chest contains ", "**FRENCH**", "**SPANISH**"}}); //Zora Hall hintTable[ZORA_HALL_SCRUB_TRADE] = HintText::Sometimes({ + //obscure Text{"a western merchant trades", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_HALL_EVAN] = HintText::Sometimes({ + //obscure Text{"a musician rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_HALL_LULU_ROOM_LEDGE] = HintText::Sometimes({ + //obscure Text{"the singer's room contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_HALL_SCRUB_PURCHASE] = HintText::Sometimes({ + //obscure Text{"a western merchant sells", "**FRENCH**", "**SPANISH**"}}); - //hintTable[ZORA_HALL_STAGE_LIGHTS] = HintText::Sometimes({Text{"a fan", "**FRENCH**", "**SPANISH**"}}); - //hintTable[ZORA_HALL_BAD_PHOTO_LULU] = HintText::Sometimes({Text{"a fan", "**FRENCH**", "**SPANISH**"}}); - //hintTable[ZORA_HALL_GOOD_PHOTO_LULU] = HintText::Sometimes({Text{"a fan", "**FRENCH**", "**SPANISH**"}}); + //hintTable[ZORA_HALL_STAGE_LIGHTS] = HintText::Sometimes({ + // //obscure + // Text{"a fan", "**FRENCH**", "**SPANISH**"}); + //hintTable[ZORA_HALL_BAD_PHOTO_LULU] = HintText::Sometimes({ + // //obscure + // Text{"a fan", "**FRENCH**", "**SPANISH**"}); + //hintTable[ZORA_HALL_GOOD_PHOTO_LULU] = HintText::Sometimes({ + // //obscure + // Text{"a fan", "**FRENCH**", "**SPANISH**"}); hintTable[ZORA_SHOP_ITEM_1] = HintText::Sometimes({ + //obscure Text{"a zora merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_SHOP_ITEM_2] = HintText::Sometimes({ + //obscure Text{"a zora merchant sells", "**FRENCH**", "**SPANISH**"}}); hintTable[ZORA_SHOP_ITEM_3] = HintText::Sometimes({ + //obscure Text{"a zora merchant sells", "**FRENCH**", "**SPANISH**"}}); - - /*------------------------- - | DUNGEON LOCATION TEXT | - -------------------------*/ + /*------------------------- + | DUNGEON LOCATION TEXT | + -------------------------*/ hintTable[WOODFALL_TEMPLE_HEROS_BOW_CHEST] = HintText::Exclude({ + //obscure Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WOODFALL_TEMPLE_MAP_CHEST] = HintText::Exclude({ + //obscure Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WOODFALL_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ + //obscure Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WOODFALL_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ + //obscure Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WOODFALL_TEMPLE_SMALL_KEY_CHEST] = HintText::Exclude({ + //obscure Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WOODFALL_TEMPLE_DEKU_PRINCESS] = HintText::Exclude({ + //obscure Text{"the sleeping temple rewards", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_ENTRANCE_FAIRY] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_ENTRANCE_PLATFORM] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_MAIN_ROOM_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_MAIN_ROOM_SWITCH] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_PRE_BOSS_LOWER_RIGHT_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_PRE_BOSS_UPPER_RIGHT_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_PRE_BOSS_UPPER_LEFT_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_PRE_BOSS_PILLAR_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_DEKU_BABA] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_DRAGONFLY_ROOM_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_SKULLTULA] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_DARK_ROOM] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_JAR_FAIRY] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_BRIDGE_ROOM_BEEHIVE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[WF_SF_PLATFORM_ROOM_BEEHIVE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ODOLWA_HEART_CONTAINER] = HintText::Exclude({ - Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); + //obscure + Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GIANTS_OATH_TO_ORDER] = HintText::Exclude({ + //obscure Text{"a gentile giant teaches", "**FRENCH**", "**SPANISH**"}}); //Snowhead Temple hintTable[SNOWHEAD_TEMPLE_FIRE_ARROW_CHEST] = HintText::Exclude({ + //obscure Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SNOWHEAD_TEMPLE_MAP_CHEST] = HintText::Exclude({ + //obscure Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SNOWHEAD_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ + //obscure Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SNOWHEAD_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ + //obscure Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SNOWHEAD_TEMPLE_BLOCK_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SNOWHEAD_TEMPLE_ICICLE_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SNOWHEAD_TEMPLE_BRIDGE_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_SNOW_ROOM_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_CEILING_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_DINOLFOS_1] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_DINOLFOS_2] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_BRIDGE_ROOM_LEDGE_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_BRIDGE_ROOM_PILLAR_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_MAP_ROOM_FAIRY] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_MAP_ROOM_LEDGE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_BASEMENT] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_TWIN_BLOCK] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_ICICLE_ROOM_WALL] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_MAIN_ROOM_WALL] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_PILLAR_FREEZARDS] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_ICE_PUZZLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[SH_SF_CRATE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GOHT_HEART_CONTAINER] = HintText::Exclude({ + //obscure Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); //Great bay Temple hintTable[GBT_ICE_ARROW_CHEST] = HintText::Exclude({ + //obscure Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_MAP_CHEST] = HintText::Exclude({ + //obscure Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_COMPASS_CHEST] = HintText::Exclude({ + //obscure Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_BOSS_KEY_CHEST] = HintText::Exclude({ + //obscure Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SMALL_KEY_CHEST] = HintText::Exclude({ + //obscure Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_SKULLTULA] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_WATER_CONTROL_UNDERWATER_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_WATERWHEEL_ROOM_LOWER] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_WATERWHEEL_ROOM_UPPER] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_GREEN_VALVE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_SEESAW_ROOM] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_ENTRANCE_TORCHES] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_BIO_BABAS] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_UNDERWATER_BARREL] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_WHIRLPOOL_BARREL] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_WHIRLPOOL_JAR] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_DEXIHANDS_JAR] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_LEDGE_JAR] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_PRE_BOSS_ROOM_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GBT_SF_PRE_BOSS_ROOM_UNDERWATER_BUBBLE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[GYORG_HEART_CONTAINER] = HintText::Exclude({ + //obscure Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); //Stone Tower Temple hintTable[STONE_TOWER_TEMPLE_MAP_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_ARMOS_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_BRIDGE_SWITCH_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_UPDRAFT_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_UPRIGHT_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_LIGHT_ARROW_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[STONE_TOWER_TEMPLE_GIANTS_MASK_CHEST] = HintText::Exclude({ + //obscure Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_MIRROR_SUN_BLOCK] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_LAVA_ROOM_LEDGE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_LAVA_ROOM_FIRE_RING] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_EYEGORE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_UPDRAFT_FIRE_RING] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_MIRROR_SUN_SWITCH] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_BOSS_WARP] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_WIZZROBE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_DEATH_ARMOS] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_UPDRAFT_FROZEN_EYE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_THIN_BRIDGE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_BASEMENT_LEDGE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_STATUE_EYE] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_UNDERWATER] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[ST_SF_BRIDGE_CRYSTAL] = HintText::Exclude({ + //obscure Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); hintTable[TWINMOLD_HEART_CONTAINER] = HintText::Exclude({ + //obscure Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); //Pirate Fortress hintTable[PF_INTERIOR_HOOKSHOT_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_LOWER_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_UPPER_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_TANK_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_GUARD_ROOM_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_CAGE_ROOM_SHALLOW_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_CAGE_ROOM_DEEP_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_MAZE_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_SEWER_CAGE] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_EXTERIOR_LOG_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_EXTERIOR_SAND_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_EXTERIOR_CORNER_CHEST] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_INVISIBLE_SOLDIER] = HintText::Exclude({ + //obscure Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_HOOKSHOT_ROOM_ZORA_EGG] = HintText::Exclude({ + //obscure Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_GUARD_ROOM_ZORA_EGG] = HintText::Exclude({ + //obscure Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_BARREL_MAZE_ZORA_EGG] = HintText::Exclude({ + //obscure Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); hintTable[PF_INT_LAVA_ROOM_ZORA_EGG] = HintText::Exclude({ + //obscure Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); //Beneath the Well hintTable[BENEATH_THE_WELL_MIRROR_SHIELD_CHEST] = HintText::Exclude({ + //obscure Text{"a frightful exchange contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WELL_LEFT_PATH_CHEST] = HintText::Exclude({ + //obscure Text{"a frightful exchange contains", "**FRENCH**", "**SPANISH**"}}); hintTable[WELL_RIGHT_PATH_CHEST] = HintText::Exclude({ - Text{"a frightful exchange contains", "**FRENCH**", "**SPANISH**"}}); + //obscure + Text{"a frightful exchange contains", "**FRENCH**", "**SPANISH**"}}); hintTable[BENEATH_THE_WELL_COW] = HintText::Exclude({ + //obscure Text{"a lost creature contains", "**FRENCH**", "**SPANISH**"}}); //Ikana Castle hintTable[IKANA_CASTLE_PILLAR] = HintText::Exclude({ + //obscure Text{"a fiery pilar contains", "**FRENCH**", "**SPANISH**"}}); hintTable[IKANA_CASTLE_IKANA_KING] = HintText::Exclude({ + //obscure Text{"a fallen king teaches", "**FRENCH**", "**SPANISH**"}}); -//Secret Shrine +//Secret Shrine hintTable[SECRET_SHRINE_DINOLFOS_CHEST] = HintText::Exclude({ + //obscure Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SECRET_SHRINE_WIZZROBE_CHEST] = HintText::Exclude({ + //obscure Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SECRET_SHRINE_WART_CHEST] = HintText::Exclude({ + //obscure Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SECRET_SHRINE_GARO_CHEST] = HintText::Exclude({ + //obscure Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); hintTable[SECRET_SHRINE_FINAL_CHEST] = HintText::Exclude({ + //obscure Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); //The Moon hintTable[THE_MOON_DEKU_TRIAL_BONUS] = HintText::Exclude({ + //obscure Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); hintTable[THE_MOON_GORON_TRIAL_BONUS] = HintText::Exclude({ + //obscure Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); hintTable[THE_MOON_ZORA_TRIAL_BONUS] = HintText::Exclude({ + //obscure Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); hintTable[THE_MOON_LINK_TRIAL_BONUS] = HintText::Exclude({ + //obscure Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); hintTable[THE_MOON_GARO_CHEST] = HintText::Exclude({ + //obscure Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); hintTable[THE_MOON_IRON_KNUCKLE_CHEST] = HintText::Exclude({ + //obscure Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); hintTable[THE_MOON_MAJORA_CHILD] = HintText::Exclude({ + //obscure Text{"the lonely child rewards", "**FRENCH**", "**SPANISH**"}}); //Southern Swamp Skulltula House hintTable[SSH_MAIN_ROOM_NEAR_CEILING] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MAIN_ROOM_WATER] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MAIN_ROOM_LOWER_LEFT_SOIL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MAIN_ROOM_LOWER_RIGHT_SOIL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MAIN_ROOM_UPPER_SOIL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MAIN_ROOM_PILLAR] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MAIN_ROOM_UPPER_PILLAR] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MAIN_ROOM_JAR] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MONUMENT_ROOM_CRATE_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MONUMENT_ROOM_CRATE_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MONUMENT_ROOM_TORCH] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MONUMENT_ROOM_ON_MONUMENT] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_MONUMENT_ROOM_LOWER_WALL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_GOLD_ROOM_NEAR_CEILING] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_GOLD_ROOM_PILLAR] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_GOLD_ROOM_BEEHIVE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_GOLD_ROOM_WALL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_POT_ROOM_JAR] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_POT_ROOM_POT_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_POT_ROOM_POT_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_POT_ROOM_BEHIND_VINES] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_POT_ROOM_WALL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_POT_ROOM_BEEHIVE_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_POT_ROOM_BEEHIVE_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_TREE_ROOM_TREE_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_TREE_ROOM_TREE_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_TREE_ROOM_TREE_3] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_TREE_ROOM_GRASS_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_TREE_ROOM_GRASS_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[SSH_TREE_ROOM_BEEHIVE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); //Oceanside spider House hintTable[OSH_ENTRANCE_LEFT_WALL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_ENTRANCE_RIGHT_WALL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_ENTRANCE_WEB] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_LIBRARY_HOLE_BEHIND_PICTURE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_LIBRARY_HOLE_BEHIND_CABINET] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_LIBRARY_ON_CORNER_BOOKSHELF] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_LIBRARY_CEILING_EDGE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_LIBRARY_BEHIND_PICTURE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_CEILING_EDGE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_CEILING_PLANK] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_JAR] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_WEBBED_HOLE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_WEBBED_POT] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_UPPER_POT] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_SECOND_ROOM_LOWER_POT] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_STORAGE_ROOM_CEILING_WEB] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_STORAGE_ROOM_BEHIND_CRATE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_STORAGE_ROOM_WALL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_STORAGE_ROOM_CRATE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_STORAGE_ROOM_BARREL] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_COLORED_SKULLS_CEILING_EDGE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_1] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_2] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_3] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_COLORED_SKULLS_BEHIND_PICTURE] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); hintTable[OSH_COLORED_SKULLS_POT] = HintText::Exclude({ + //obscure Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); - - /*---------------------- - | REGTION HINT TEXT | - ----------------------*/ - hintTable[LINKS_POCKET] = HintText::Region({ Text{"Your Pocket", "**FRENCH**", "**SPANISH**"}}); - hintTable[N_CLOCK_TOWN] = HintText::Region({ Text{"N Clock Town", "**FRENCH**", "**SPANISH**"}}); + /*---------------------- + | REGION HINT TEXT | + ----------------------*/ + hintTable[LINKS_POCKET] = HintText::Region({Text{"Your Pocket", "**FRENCH**", "**SPANISH**"}}); + hintTable[N_CLOCK_TOWN] = HintText::Region({Text{"N Clock Town", "**FRENCH**", "**SPANISH**"}}); hintTable[CLOCK_TOWN_FAIRY_FOUNTAIN] = HintText::Region({Text{"Clock Town Fairy Fountain", "**FRENCH**", "**SPANISH**"}}); hintTable[CLOCK_TOWN_DEKU_PLAYGROUND] = HintText::Region({Text{"Deku Playground", "**FRENCH**", "**SPANISH**"}}); hintTable[E_CLOCK_TOWN] = HintText::Region({Text{"E Clock Town", "**FRENCH**", "**SPANISH**"}}); @@ -2149,9 +2444,9 @@ void HintTable_Init() { hintTable[INVERTED_STONE_TOWER] = HintText::Region({Text{"Stone Tower", "**FRENCH**", "**SPANISH**"}}); - /*--------------------- - | JUNK HINT TEXT | - ---------------------*/ + /*--------------------- + | JUNK HINT TEXT | + ---------------------*/ hintTable[JUNK01] = HintText::Junk({Text{"That's no moon.", "**FRENCH**", "**SPANISH**"}}); hintTable[JUNK02] = HintText::Junk({Text{"The moon is haunted.", "**FRENCH**", "**SPANISH**"}}); hintTable[JUNK03] = HintText::Junk({Text{"Majora has sick dance moves.", "**FRENCH**", "**SPANISH**"}}); @@ -2230,98 +2525,96 @@ void HintTable_Init() { hintTable[JUNK76] = HintText::Junk({Text{"I have it on my post-it note somewhere.", "**FRENCH**", "**SPANISH**"}}); hintTable[JUNK77] = HintText::Junk({Text{"Follow the rainbow.", "**FRENCH**", "**SPANISH**"}}); - /*------------------------ - | DUNGEON HINT TEXT | - ------------------------*/ - + /*------------------------ + | DUNGEON HINT TEXT | + ------------------------*/ hintTable[WOODFALL_TEMPLE] = HintText::DungeonName({ //obscure Text{"the sleeping temple", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Woodfall Temple", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Woodfall Temple", "**FRENCH**", "**SPANISH**"} ); hintTable[SNOWHEAD_TEMPLE] = HintText::DungeonName({ //obscure Text{"an icy temple", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Snowhead Temple", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Snowhead Temple", "**FRENCH**", "**SPANISH**"} ); hintTable[GREAT_BAY_TEMPLE] = HintText::DungeonName({ //obscure Text{"the murky watered temple", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Great Bay Temple", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Great Bay Temple", "**FRENCH**", "**SPANISH**"} ); hintTable[STONE_TOWER_TEMPLE] = HintText::DungeonName({ //obscure Text{"a rocky temple", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Stone Tower Temple", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Stone Tower Temple", "**FRENCH**", "**SPANISH**"} ); hintTable[PIRATE_FORTRESS] = HintText::DungeonName({ //obscure Text{"the home of pirates", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Pirates' Fortress", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Pirates' Fortress", "**FRENCH**", "**SPANISH**"} ); hintTable[BENEATH_THE_WELL] = HintText::DungeonName({ //obscure Text{"an empty watering hole", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"Beneath the Well", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"Beneath the Well", "**FRENCH**", "**SPANISH**"} ); - hintTable[IKANA_CASTLE] = HintText::DungeonName({ + hintTable[IKANA_CASTLE] = HintText::DungeonName({ //obscure Text{"a fallen castle", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Ancient Castle of Ikana", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Ancient Castle of Ikana", "**FRENCH**", "**SPANISH**"} ); hintTable[SECRET_SHRINE] = HintText::DungeonName({ //obscure Text{"a mini boss run area", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Secret Shrine", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Secret Shrine", "**FRENCH**", "**SPANISH**"} ); hintTable[SSH] = HintText::DungeonName({ //obscure Text{"a home to muddy spiders", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Swamp Spider House", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Swamp Spider House", "**FRENCH**", "**SPANISH**"} ); hintTable[OSH] = HintText::DungeonName({ //obscure Text{"a home To swimming spiders", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Ocean Spider House", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Ocean Spider House", "**FRENCH**", "**SPANISH**"} ); hintTable[THE_MOON] = HintText::DungeonName({ //obscure Text{"a dungeon out of this world", "**FRENCH**", "**SPANISH**"} - }, - //clear - Text{"the Moon", "**FRENCH**", "**SPANISH**"} + }, //clear + Text{"the Moon", "**FRENCH**", "**SPANISH**"} ); - /*----------------------- - | BOSS HINT TEXT | - -----------------------*/ - hintTable[ODOLWA] = HintText::Boss({Text{"a masked jungle warrior holds", "**FRENCH**", "**SPANISH**"}}); - hintTable[GOHT] = HintText::Boss({Text{"a masked mechanical monster holds", "**FRENCH**", "**SPANISH**"}}); - hintTable[GYORG] = HintText::Boss({Text{"a gargantuan masked fish holds", "**FRENCH**", "**SPANISH**"}}); - hintTable[TWINMOLD] = HintText::Boss({Text{"a giant masked insect holds", "**FRENCH**", "**SPANISH**"}}); - hintTable[MAJORA] = HintText::Boss({Text{"a cursed mask holds", "**FRENCH**", "**SPANISH**"}}); + /*----------------------- + | BOSS HINT TEXT | + -----------------------*/ + hintTable[ODOLWA] = HintText::Boss({ + //obscure + Text{"a masked jungle warrior holds", "**FRENCH**", "**SPANISH**"}); + hintTable[GOHT] = HintText::Boss({ + //obscure + Text{"a masked mechanical monster holds", "**FRENCH**", "**SPANISH**"}); + hintTable[GYORG] = HintText::Boss({ + //obscure + Text{"a gargantuan masked fish holds", "**FRENCH**", "**SPANISH**"}); + hintTable[TWINMOLD] = HintText::Boss({ + //obscure + Text{"a giant masked insect holds", "**FRENCH**", "**SPANISH**"}); + hintTable[MAJORA] = HintText::Boss({ + //obscure + Text{"a cursed mask holds", "**FRENCH**", "**SPANISH**"}); + - } const HintText& Hint(const HintKey hintKey) { diff --git a/source/item_list.cpp b/source/item_list.cpp index 80fa294..348922d 100644 --- a/source/item_list.cpp +++ b/source/item_list.cpp @@ -8,236 +8,236 @@ using namespace rnd; static std::array itemTable; void ItemTable_Init() { //repeatable denotes that an item in a vanilla playthrough can be obtained again after resetting time - //Item(0, 0, "test", "test", Region::region, hint, 0, ItemCategory::Misc, LocationCategory::test, ); - //itemTable[EXAMPLE] = Item(advancement, repeatable, logicVar, {English name French Spanish}, HintKey, GetItemIndexValue, item type); + //Item(0, 0, "test", "test", Region::region, hint, 0, ItemCategory::Misc, LocationCategory::test,); + //itemTable[EXAMPLE] = Item(advancement, repeatable, logicVar, {English name French Spanish European English, European French European Spanish }, HintKey, GetItemIndexValue, item type); itemTable[TEST] = Item(); - itemTable[NONE] = Item(false, false, &noVariable, Text{"No Item", "Rien", "Sin Objeto" }, NONE, (u32)GetItemID::GI_NONE, ITEMTYPE_EVENT); - itemTable[KOKIRI_SWORD] = Item(true , false, &KokiriSword, Text{"Kokiri Sword", "Épée Kokiri", "Espada Kokiri" }, KOKIRI_SWORD, (u32)GetItemID::GI_KOKIRI_SWORD, ITEMTYPE_ITEM ); - itemTable[GREAT_FAIRYS_SWORD] = Item(true , false, &GreatFairySword, Text{"Great Fairy's Sword", "Grande Épée de Fees", "Espada de la Gran Hada"}, GREAT_FAIRYS_SWORD, (u32)GetItemID::GI_GREAT_FAIRY_SWORD, ITEMTYPE_GFAIRY ); - itemTable[HEROS_SHIELD] = Item(false, false, &HerosShield, Text{"Heros Shield", "Bouclier du Heros", "Escudo del Heroe"}, HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_ITEM ); - itemTable[DEKU_STICK] = Item(true , false, &DekuStick, Text{"Deku Stick", "Bâton Mojo", "palos deku" }, DEKU_STICK, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_ITEM ); - itemTable[LAND_TITLE] = Item(true, true, &LandTitle, Text{"Land Title Deed", "Titre de propriete fonciere", "Escritura de propiedad de la Tierra" }, LAND_TITLE, (u32)GetItemID::GI_TOWN_TITLE_DEED, ITEMTYPE_TRADE ); - itemTable[SWAMP_TITLE] = Item(true, true, &SwampTitle, Text{"Swamp Title Deed", "Titre de propriete des marais", "Escriture de propiedad del pantano" }, SWAMP_TITLE, (u32)GetItemID::GI_SWAMP_TITLE_DEED, ITEMTYPE_TRADE ); - itemTable[MOUNTAIN_TITLE] = Item(true, true, &MountainTitle, Text{"Mountain Title Deed", "Titre de propriete de la montagne", "Escitura de propiedad de la montana" }, MOUNTAIN_TITLE, (u32)GetItemID::GI_MOUNTAIN_TITLE_DEED, ITEMTYPE_TRADE ); - itemTable[OCEAN_TITLE] = Item(true, true, &OceanTitle, Text{"Ocean Title Deed", "Titre de propriete de l'ocean", "Escitura de propiedad del oceano" }, OCEAN_TITLE, (u32)GetItemID::GI_OCEAN_TITLE_DEED, ITEMTYPE_TRADE ); - itemTable[BOMBERS_NOTEBOOK] = Item(true, false, &BombersNotebook, Text{"Bomber's Notebook", "Carnet de bombardier", "Cuaderno de bombardero" }, BOMBERS_NOTEBOOK, (u32)GetItemID::GI_BOMBERS_NOTEBOOK, ITEMTYPE_ITEM); - itemTable[ROOM_KEY] = Item(true, true, &RoomKey, Text{"Room Key", "Clef de chambre", "Llave del cuarto" }, ROOM_KEY, (u32)GetItemID::GI_ROOM_KEY, ITEMTYPE_QUEST ); - itemTable[LETTER_KAFEI] = Item(true, true, &LetterKafei, Text{"Letter to Kafei", "Lettre a Kafei", "Carta a Kafei" }, LETTER_KAFEI, (u32)GetItemID::GI_LETTER_TO_KAFEI, ITEMTYPE_QUEST ); - itemTable[PENDANT_MEMORIES] = Item(true, true, &PendantAccess, Text{"Pendant of Memories", "Pendentif de Souvenirs", "Colgante de recuerdos" }, PENDANT_MEMORIES, (u32)GetItemID::GI_PENDANT_OF_MEMORIES, ITEMTYPE_QUEST ); - itemTable[LETTER_MAMA] = Item(true, true, &LetterMama, Text{"Special Delivery to Mama", "Livraison speciale a maman", "Entrega especial a mama" }, LETTER_MAMA, (u32)GetItemID::GI_LETTER_TO_MAMA, ITEMTYPE_QUEST ); - itemTable[MOONS_TEAR] = Item(true, true, &MoonsTear, Text{"Moon's Tear", "Larme de lune", "Lagrima de luna" }, MOONS_TEAR, (u32)GetItemID::GI_MOONS_TEAR, ITEMTYPE_TRADE ); - itemTable[SPIN_ATTACK] = Item(true, false, &SpinAttack, Text{"Spin Attack", "attaque de rotation", "ataque giratorio" }, SPIN_ATTACK, 0x2C, ITEMTYPE_GFAIRY ); - itemTable[LENS_OF_TRUTH] = Item(true, false, &LensOfTruth, Text{"Lens of Truth", "Loupe de vérité", "Lupa de la Verdad"}, LENS_OF_TRUTH, (u32)GetItemID::GI_LENS_OF_TRUTH, ITEMTYPE_ITEM ); - itemTable[HEROS_BOW] = Item(true, false, &HerosBow, Text{"Hero's Bow", "Hero's Bow", "Hero's Bow"}, HEROS_BOW, (u32)GetItemID::GI_HEROS_BOW, ITEMTYPE_ITEM ); - itemTable[FIRE_ARROWS] = Item(true, false, &FireArrows, Text{"Fire Arrow", "Flèche de feu", "Flecha de fuego"}, FIRE_ARROWS, (u32)GetItemID::GI_FIRE_ARROW, ITEMTYPE_ITEM ); - itemTable[ICE_ARROWS] = Item(true, false, &IceArrows, Text{"Ice Arrow", "Flèche de glace", "Flecha de hielo"}, ICE_ARROWS, (u32)GetItemID::GI_ICE_ARROW, ITEMTYPE_ITEM ); - itemTable[LIGHT_ARROWS] = Item(true, false, &LightArrows, Text{"Light Arrow", "Flèche de lumière", "Flecha de luz"}, LIGHT_ARROWS, (u32)GetItemID::GI_LIGHT_ARROW, ITEMTYPE_ITEM ); - itemTable[HOOKSHOT] = Item(true, false, &Hookshot, Text{"Hookshot", "Grappin", "Gancho" }, HOOKSHOT, (u32)GetItemID::GI_HOOKSHOT, ITEMTYPE_ITEM ); - itemTable[MAGIC_BEAN] = Item(true, false, &MagicBean, Text{"Magic Bean", "Haricot magique", "Habichuelas mágicas"}, MAGIC_BEAN, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_ITEM ); - itemTable[MAGIC_BEAN_PACK] = Item(true, false, &MagicBeanPack, Text{"Magic Bean Pack", "Paquet de haricots magiques", "Lote de habichuelas mágicas"}, MAGIC_BEAN_PACK, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_ITEM ); - itemTable[DOUBLE_DEFENSE] = Item(true, false, &noVariable, Text{"Double Defense", "Double défence", "Doble poder defensivo"}, DOUBLE_DEFENSE, 0xB2, ITEMTYPE_GFAIRY ); - itemTable[OCARINA_OF_TIME] = Item(true, false, &Ocarina, Text{"Ocarina of Time", "Ocarina du temps", "Ocarina del Tiempo"}, OCARINA_OF_TIME, (u32)GetItemID::GI_OCARINA_OF_TIME, ITEMTYPE_ITEM ); - itemTable[PICTOGRAPH_BOX] = Item(true, false, &Pictobox, Text{"Pictograph Box", "Boite a Images", "Camara Pictografica"}, PICTOGRAPH_BOX, (u32)GetItemID::GI_PICTOGRAPH_BOX, ITEMTYPE_ITEM ); - itemTable[POWDER_KEG] = Item(true, false, &PowderKeg, Text{"Powder Keg", "Baril de Poudre", "Barril de Polovora"}, POWDER_KEG, (u32)GetItemID::GI_POWDER_KEG, ITEMTYPE_ITEM ); - itemTable[KEATON_MASK] = Item(true, false, &KeatonMask, Text{"Keaton Mask", "Masque de Keaton", "Careta de Keaton"}, KEATON_MASK, (u32)GetItemID::GI_MASK_KEATON, ITEMTYPE_MASK ); - itemTable[BUNNY_HOOD] = Item(true, false, &BunnyHood, Text{"Bunny Hood", "Masque du lapin", "Capucha de conejo"}, BUNNY_HOOD, (u32)GetItemID::GI_MASK_BUNNY_HOOD, ITEMTYPE_MASK ); - itemTable[GORON_MASK] = Item(true, false, &GoronMask, Text{"Goron Mask", "Masque Goron", "Máscara Goron"}, GORON_MASK, (u32)GetItemID::GI_MASK_GORON, ITEMTYPE_MASK ); - itemTable[ZORA_MASK] = Item(true, false, &ZoraMask, Text{"Zora Mask", "Masque Zora", "Máscara Zora"}, ZORA_MASK, (u32)GetItemID::GI_MASK_ZORA, ITEMTYPE_MASK ); - itemTable[DEKU_MASK] = Item(true, false, &DekuMask, Text{"Deku Mask", "Masque Mojo", "Máscara Deku"}, DEKU_MASK, (u32)GetItemID::GI_MASK_DEKU, ITEMTYPE_MASK ); - itemTable[POSTMANS_HAT] = Item(true, false, &PostmansHat, Text{"Postman's Hat", "Chapeau de facteur", "Sombrero de cartero"}, POSTMANS_HAT, (u32)GetItemID::GI_MASK_POSTMANS, ITEMTYPE_MASK ); - itemTable[ALL_NIGHT_MASK] = Item(true, false, &AllNightMask, Text{"All-Night Mask", "Masque de nuit", "Máscara toda la noche"}, ALL_NIGHT_MASK, (u32)GetItemID::GI_MASK_ALL_NIGHT, ITEMTYPE_MASK ); - itemTable[BLAST_MASK] = Item(true, false, &BlastMask, Text{"Blast Mask", "Masque anti-explosion", "Máscara explosiva"}, BLAST_MASK, (u32)GetItemID::GI_MASK_BLAST, ITEMTYPE_MASK ); - itemTable[STONE_MASK] = Item(true, false, &StoneMask, Text{"Stone Mask", "Masque de pierre", "Máscara de piedra"}, STONE_MASK, (u32)GetItemID::GI_MASK_STONE, ITEMTYPE_MASK ); - itemTable[GREAT_FAIRYS_MASK] = Item(true, false, &GreatFairyMask, Text{"Great Fairy's Mask", "Masque de grande fee", "Máscara de gran hada"}, GREAT_FAIRYS_MASK, (u32)GetItemID::GI_MASK_GREAT_FAIRYS, ITEMTYPE_MASK ); - itemTable[BREMEN_MASK] = Item(true, false, &BremenMask, Text{"Bremen Mask", "Masque de Breme", "Máscara de Bremen"}, BREMEN_MASK, (u32)GetItemID::GI_MASK_BREMEN, ITEMTYPE_MASK ); - itemTable[DON_GEROS_MASK] = Item(true, false, &DonGerosMask, Text{"Don Gero's Mask", "Masque de Don Gero", "Máscara de Don Gero"}, DON_GEROS_MASK, (u32)GetItemID::GI_MASK_DON_GEROS, ITEMTYPE_MASK ); - itemTable[MASK_OF_SCENTS] = Item(true, false, &MaskOfScents, Text{"Mask of Scents", "Masque des Senteurs", "Máscara de aromas"}, MASK_OF_SCENTS, (u32)GetItemID::GI_MASK_OF_SCENTS, ITEMTYPE_MASK ); - itemTable[ROMANIS_MASK] = Item(true, false, &RomanisMask, Text{"Romani's Mask", "Masque de Romani", "Máscara de Romani"}, ROMANIS_MASK, (u32)GetItemID::GI_MASK_ROMANIS, ITEMTYPE_MASK ); - itemTable[CIRCUS_LEADERS_MASK] = Item(true, false, &CircusLeadersMask, Text{"Troupe Leader's Mask", "Masque de chef de troupe", "Máscara de lider de troupe"}, CIRCUS_LEADERS_MASK, (u32)GetItemID::GI_MASK_TROUPE_LEADERS, ITEMTYPE_MASK ); - itemTable[KAFEIS_MASK] = Item(true, false, &KafeisMask, Text{"Kafei's Mask", "Masque de Kafei", "Máscara de Kafei"}, KAFEIS_MASK, (u32)GetItemID::GI_MASK_KAFEIS, ITEMTYPE_MASK ); - itemTable[COUPLES_MASK] = Item(true, false, &CouplesMask, Text{"Couple's Mask", "Masque de couple", "Máscara de pareja"}, COUPLES_MASK, (u32)GetItemID::GI_MASK_COUPLES, ITEMTYPE_MASK ); - itemTable[KAMAROS_MASK] = Item(true, false, &KamarosMask, Text{"Kamaro's Mask", "Masque de Kamaro", "Máscara de Kamaro"}, KAMAROS_MASK, (u32)GetItemID::GI_MASK_KAMARAOS, ITEMTYPE_MASK ); - itemTable[GIBDOS_MASK] = Item(true, false, &GibdosMask, Text{"Gibdo Mask", "Masque Gibdo", "Máscara de Gibdo"}, GIBDOS_MASK, (u32)GetItemID::GI_MASK_GIBDO, ITEMTYPE_MASK ); - itemTable[GAROS_MASK] = Item(true, false, &GarosMask, Text{"Garo's Mask", "Masque de Garo", "Máscara de Garo"}, GAROS_MASK, (u32)GetItemID::GI_MASK_GARO, ITEMTYPE_MASK ); - itemTable[CAPTAINS_HAT] = Item(true, false, &CaptainsHat, Text{"Captain's Hat", "Chapeau de capitaine", "Sombrero de Capitan"}, CAPTAINS_HAT, (u32)GetItemID::GI_MASK_CAPTAINS_HAT, ITEMTYPE_MASK ); - itemTable[GIANTS_MASK] = Item(true, false, &GiantsMask, Text{"Giant's Mask", "Masque de geant", "Máscara de gigante"}, GIANTS_MASK, (u32)GetItemID::GI_MASK_GIANTS, ITEMTYPE_MASK ); - itemTable[FIERCE_DEITY_MASK] = Item(true, false, &FierceDeityMask, Text{"Fierce Deity Mask", "Masque Dietetique Fiere", "Máscara Fiere Deity"}, FIERCE_DEITY_MASK, (u32)GetItemID::GI_MASK_FIERCE_DEITY, ITEMTYPE_MASK ); - itemTable[MASK_OF_TRUTH] = Item(true, false, &MaskOfTruth, Text{"Mask of Truth", "Masque de vérité", "Máscara de la Verdad"}, MASK_OF_TRUTH, (u32)GetItemID::GI_MASK_OF_TRUTH, ITEMTYPE_MASK ); - itemTable[FISHING_PASS] = Item(false, false, &noVariable, Text{"Fishing Pass", "Fishing Pass", "Fishing Pass"}, FISHING_PASS, 0xBA, ITEMTYPE_ITEM ); -// - //Swamp Spider Tokens - itemTable[SWAMP_SKULLTULA_TOKEN] = Item(true, false, &SwampSkulltulaTokens, Text{"Swamp Skulltula Token", "Jeton de Skulltula dorée", "Símbolo de skulltula dorada" }, SWAMP_SKULLTULA_TOKEN, 0x44, ITEMTYPE_TOKEN); + itemTable[NONE] = Item(false, false, &noVariable, Text{"No Item", "Rien", "Sin Objeto", }, NONE, (u32)GetItemID::GI_NONE, ITEMTYPE_EVENT); + itemTable[KOKIRI_SWORD] = Item(true, false, &KokiriSword, Text{"Kokiri Sword", "Épée Kokiri", "Espada Kokiri", }, KOKIRI_SWORD, (u32)GetItemID::GI_KOKIRI_SWORD, ITEMTYPE_ITEM); + itemTable[GREAT_FAIRYS_SWORD] = Item(true, false, &GreatFairySword, Text{"Great Fairy's Sword", "Grande Épée de Fees", "Espada de la Gran Hada", }, GREAT_FAIRYS_SWORD, (u32)GetItemID::GI_GREAT_FAIRY_SWORD, ITEMTYPE_GFAIRY); + itemTable[HEROS_SHIELD] = Item(false, false, &HerosShield, Text{"Heros Shield", "Bouclier du Heros", "Escudo del Heroe", }, HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_ITEM); + itemTable[DEKU_STICK] = Item(true, false, &DekuStick, Text{"Deku Stick", "Bâton Mojo", "palos deku", }, DEKU_STICK, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_ITEM); + itemTable[LAND_TITLE] = Item(true, true, &LandTitle, Text{"Land Title Deed", "Titre de propriete fonciere", "Escritura de propiedad de la Tierra", }, LAND_TITLE, (u32)GetItemID::GI_TOWN_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[SWAMP_TITLE] = Item(true, true, &SwampTitle, Text{"Swamp Title Deed", "Titre de propriete des marais", "Escriture de propiedad del pantano", }, SWAMP_TITLE, (u32)GetItemID::GI_SWAMP_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[MOUNTAIN_TITLE] = Item(true, true, &MountainTitle, Text{"Mountain Title Deed", "Titre de propriete de la montagne", "Escitura de propiedad de la montana", }, MOUNTAIN_TITLE, (u32)GetItemID::GI_MOUNTAIN_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[OCEAN_TITLE] = Item(true, true, &OceanTitle, Text{"Ocean Title Deed", "Titre de propriete de l'ocean", "Escitura de propiedad del oceano", }, OCEAN_TITLE, (u32)GetItemID::GI_OCEAN_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[BOMBERS_NOTEBOOK] = Item(true, false, &BombersNotebook, Text{"Bomber's Notebook", "Carnet de bombardier", "Cuaderno de bombardero", }, BOMBERS_NOTEBOOK, (u32)GetItemID::GI_BOMBERS_NOTEBOOK, ITEMTYPE_ITEM); + itemTable[ROOM_KEY] = Item(true, true, &RoomKey, Text{"Room Key", "Clef de chambre", "Llave del cuarto", }, ROOM_KEY, (u32)GetItemID::GI_ROOM_KEY, ITEMTYPE_QUEST); + itemTable[LETTER_KAFEI] = Item(true, true, &LetterKafei, Text{"Letter to Kafei", "Lettre a Kafei", "Carta a Kafei", }, LETTER_KAFEI, (u32)GetItemID::GI_LETTER_TO_KAFEI, ITEMTYPE_QUEST); + itemTable[PENDANT_MEMORIES] = Item(true, true, &PendantAccess, Text{"Pendant of Memories", "Pendentif de Souvenirs", "Colgante de recuerdos", }, PENDANT_MEMORIES, (u32)GetItemID::GI_PENDANT_OF_MEMORIES, ITEMTYPE_QUEST); + itemTable[LETTER_MAMA] = Item(true, true, &LetterMama, Text{"Special Delivery to Mama", "Livraison speciale a maman", "Entrega especial a mama", }, LETTER_MAMA, (u32)GetItemID::GI_LETTER_TO_MAMA, ITEMTYPE_QUEST); + itemTable[MOONS_TEAR] = Item(true, true, &MoonsTear, Text{"Moon's Tear", "Larme de lune", "Lagrima de luna", }, MOONS_TEAR, (u32)GetItemID::GI_MOONS_TEAR, ITEMTYPE_TRADE); + itemTable[SPIN_ATTACK] = Item(true, false, &SpinAttack, Text{"Spin Attack", "attaque de rotation", "ataque giratorio", }, SPIN_ATTACK, 0x2C, ITEMTYPE_GFAIRY); + itemTable[LENS_OF_TRUTH] = Item(true, false, &LensOfTruth, Text{"Lens of Truth", "Loupe de vérité", "Lupa de la Verdad", }, LENS_OF_TRUTH, (u32)GetItemID::GI_LENS_OF_TRUTH, ITEMTYPE_ITEM); + itemTable[HEROS_BOW] = Item(true, false, &HerosBow, Text{"Hero's Bow", "Hero's Bow", "Hero's Bow", }, HEROS_BOW, (u32)GetItemID::GI_HEROS_BOW, ITEMTYPE_ITEM); + itemTable[FIRE_ARROWS] = Item(true, false, &FireArrows, Text{"Fire Arrow", "Flèche de feu", "Flecha de fuego", }, FIRE_ARROWS, (u32)GetItemID::GI_FIRE_ARROW, ITEMTYPE_ITEM); + itemTable[ICE_ARROWS] = Item(true, false, &IceArrows, Text{"Ice Arrow", "Flèche de glace", "Flecha de hielo", }, ICE_ARROWS, (u32)GetItemID::GI_ICE_ARROW, ITEMTYPE_ITEM); + itemTable[LIGHT_ARROWS] = Item(true, false, &LightArrows, Text{"Light Arrow", "Flèche de lumière", "Flecha de luz", }, LIGHT_ARROWS, (u32)GetItemID::GI_LIGHT_ARROW, ITEMTYPE_ITEM); + itemTable[HOOKSHOT] = Item(true, false, &Hookshot, Text{"Hookshot", "Grappin", "Gancho", }, HOOKSHOT, (u32)GetItemID::GI_HOOKSHOT, ITEMTYPE_ITEM); + itemTable[MAGIC_BEAN] = Item(true, false, &MagicBean, Text{"Magic Bean", "Haricot magique", "Habichuelas mágicas", }, MAGIC_BEAN, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_ITEM); + itemTable[MAGIC_BEAN_PACK] = Item(true, false, &MagicBeanPack, Text{"Magic Bean Pack", "Paquet de haricots magiques", "Lote de habichuelas mágicas", }, MAGIC_BEAN_PACK, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_ITEM); + itemTable[DOUBLE_DEFENSE] = Item(true, false, &noVariable, Text{"Double Defense", "Double défence", "Doble poder defensivo", }, DOUBLE_DEFENSE, 0xB2, ITEMTYPE_GFAIRY); + itemTable[OCARINA_OF_TIME] = Item(true, false, &Ocarina, Text{"Ocarina of Time", "Ocarina du temps", "Ocarina del Tiempo", }, OCARINA_OF_TIME, (u32)GetItemID::GI_OCARINA_OF_TIME, ITEMTYPE_ITEM); + itemTable[PICTOGRAPH_BOX] = Item(true, false, &Pictobox, Text{"Pictograph Box", "Boite a Images", "Camara Pictografica", }, PICTOGRAPH_BOX, (u32)GetItemID::GI_PICTOGRAPH_BOX, ITEMTYPE_ITEM); + itemTable[POWDER_KEG] = Item(true, false, &PowderKeg, Text{"Powder Keg", "Baril de Poudre", "Barril de Polovora", }, POWDER_KEG, (u32)GetItemID::GI_POWDER_KEG, ITEMTYPE_ITEM); + itemTable[KEATON_MASK] = Item(true, false, &KeatonMask, Text{"Keaton Mask", "Masque de Keaton", "Careta de Keaton", }, KEATON_MASK, (u32)GetItemID::GI_MASK_KEATON, ITEMTYPE_MASK); + itemTable[BUNNY_HOOD] = Item(true, false, &BunnyHood, Text{"Bunny Hood", "Masque du lapin", "Capucha de conejo", }, BUNNY_HOOD, (u32)GetItemID::GI_MASK_BUNNY_HOOD, ITEMTYPE_MASK); + itemTable[GORON_MASK] = Item(true, false, &GoronMask, Text{"Goron Mask", "Masque Goron", "Máscara Goron", }, GORON_MASK, (u32)GetItemID::GI_MASK_GORON, ITEMTYPE_MASK); + itemTable[ZORA_MASK] = Item(true, false, &ZoraMask, Text{"Zora Mask", "Masque Zora", "Máscara Zora", }, ZORA_MASK, (u32)GetItemID::GI_MASK_ZORA, ITEMTYPE_MASK); + itemTable[DEKU_MASK] = Item(true, false, &DekuMask, Text{"Deku Mask", "Masque Mojo", "Máscara Deku", }, DEKU_MASK, (u32)GetItemID::GI_MASK_DEKU, ITEMTYPE_MASK); + itemTable[POSTMANS_HAT] = Item(true, false, &PostmansHat, Text{"Postman's Hat", "Chapeau de facteur", "Sombrero de cartero", }, POSTMANS_HAT, (u32)GetItemID::GI_MASK_POSTMANS, ITEMTYPE_MASK); + itemTable[ALL_NIGHT_MASK] = Item(true, false, &AllNightMask, Text{"All-Night Mask", "Masque de nuit", "Máscara toda la noche", }, ALL_NIGHT_MASK, (u32)GetItemID::GI_MASK_ALL_NIGHT, ITEMTYPE_MASK); + itemTable[BLAST_MASK] = Item(true, false, &BlastMask, Text{"Blast Mask", "Masque anti-explosion", "Máscara explosiva", }, BLAST_MASK, (u32)GetItemID::GI_MASK_BLAST, ITEMTYPE_MASK); + itemTable[STONE_MASK] = Item(true, false, &StoneMask, Text{"Stone Mask", "Masque de pierre", "Máscara de piedra", }, STONE_MASK, (u32)GetItemID::GI_MASK_STONE, ITEMTYPE_MASK); + itemTable[GREAT_FAIRYS_MASK] = Item(true, false, &GreatFairyMask, Text{"Great Fairy's Mask", "Masque de grande fee", "Máscara de gran hada", }, GREAT_FAIRYS_MASK, (u32)GetItemID::GI_MASK_GREAT_FAIRYS, ITEMTYPE_MASK); + itemTable[BREMEN_MASK] = Item(true, false, &BremenMask, Text{"Bremen Mask", "Masque de Breme", "Máscara de Bremen", }, BREMEN_MASK, (u32)GetItemID::GI_MASK_BREMEN, ITEMTYPE_MASK); + itemTable[DON_GEROS_MASK] = Item(true, false, &DonGerosMask, Text{"Don Gero's Mask", "Masque de Don Gero", "Máscara de Don Gero", }, DON_GEROS_MASK, (u32)GetItemID::GI_MASK_DON_GEROS, ITEMTYPE_MASK); + itemTable[MASK_OF_SCENTS] = Item(true, false, &MaskOfScents, Text{"Mask of Scents", "Masque des Senteurs", "Máscara de aromas", }, MASK_OF_SCENTS, (u32)GetItemID::GI_MASK_OF_SCENTS, ITEMTYPE_MASK); + itemTable[ROMANIS_MASK] = Item(true, false, &RomanisMask, Text{"Romani's Mask", "Masque de Romani", "Máscara de Romani", }, ROMANIS_MASK, (u32)GetItemID::GI_MASK_ROMANIS, ITEMTYPE_MASK); + itemTable[CIRCUS_LEADERS_MASK] = Item(true, false, &CircusLeadersMask, Text{"Troupe Leader's Mask", "Masque de chef de troupe", "Máscara de lider de troupe", }, CIRCUS_LEADERS_MASK, (u32)GetItemID::GI_MASK_TROUPE_LEADERS, ITEMTYPE_MASK); + itemTable[KAFEIS_MASK] = Item(true, false, &KafeisMask, Text{"Kafei's Mask", "Masque de Kafei", "Máscara de Kafei", }, KAFEIS_MASK, (u32)GetItemID::GI_MASK_KAFEIS, ITEMTYPE_MASK); + itemTable[COUPLES_MASK] = Item(true, false, &CouplesMask, Text{"Couple's Mask", "Masque de couple", "Máscara de pareja", }, COUPLES_MASK, (u32)GetItemID::GI_MASK_COUPLES, ITEMTYPE_MASK); + itemTable[KAMAROS_MASK] = Item(true, false, &KamarosMask, Text{"Kamaro's Mask", "Masque de Kamaro", "Máscara de Kamaro", }, KAMAROS_MASK, (u32)GetItemID::GI_MASK_KAMARAOS, ITEMTYPE_MASK); + itemTable[GIBDOS_MASK] = Item(true, false, &GibdosMask, Text{"Gibdo Mask", "Masque Gibdo", "Máscara de Gibdo", }, GIBDOS_MASK, (u32)GetItemID::GI_MASK_GIBDO, ITEMTYPE_MASK); + itemTable[GAROS_MASK] = Item(true, false, &GarosMask, Text{"Garo's Mask", "Masque de Garo", "Máscara de Garo", }, GAROS_MASK, (u32)GetItemID::GI_MASK_GARO, ITEMTYPE_MASK); + itemTable[CAPTAINS_HAT] = Item(true, false, &CaptainsHat, Text{"Captain's Hat", "Chapeau de capitaine", "Sombrero de Capitan", }, CAPTAINS_HAT, (u32)GetItemID::GI_MASK_CAPTAINS_HAT, ITEMTYPE_MASK); + itemTable[GIANTS_MASK] = Item(true, false, &GiantsMask, Text{"Giant's Mask", "Masque de geant", "Máscara de gigante", }, GIANTS_MASK, (u32)GetItemID::GI_MASK_GIANTS, ITEMTYPE_MASK); + itemTable[FIERCE_DEITY_MASK] = Item(true, false, &FierceDeityMask, Text{"Fierce Deity Mask", "Masque Dietetique Fiere", "Máscara Fiere Deity", }, FIERCE_DEITY_MASK, (u32)GetItemID::GI_MASK_FIERCE_DEITY, ITEMTYPE_MASK); + itemTable[MASK_OF_TRUTH] = Item(true, false, &MaskOfTruth, Text{"Mask of Truth", "Masque de vérité", "Máscara de la Verdad", }, MASK_OF_TRUTH, (u32)GetItemID::GI_MASK_OF_TRUTH, ITEMTYPE_MASK); + itemTable[FISHING_PASS] = Item(false, false, &noVariable, Text{"Fishing Pass", "Fishing Pass", "Fishing Pass", }, FISHING_PASS, 0xBA, ITEMTYPE_ITEM); - //Oceanside Spider Tokens - itemTable[OCEANSIDE_SKULLTULA_TOKEN] = Item(true, false, &OceanSkulltulaTokens, Text{"Oceanside Skulltula Token", "Jeton de Skulltula dorée", "Símbolo de skulltula dorada" }, OCEANSIDE_SKULLTULA_TOKEN, 0x6D, ITEMTYPE_TOKEN); - - //Stray Fairies// +//Swamp Spider Tokens + itemTable[SWAMP_SKULLTULA_TOKEN] = Item(true, false, &SwampSkulltulaTokens, Text{"Swamp Skulltula Token", "Jeton de Skulltula dorée", "Símbolo de skulltula dorada", }, SWAMP_SKULLTULA_TOKEN, 0x44, ITEMTYPE_TOKEN); - //Clock Town Fairies - itemTable[CT_STRAY_FAIRY] = Item(true, false, &ClockTownStrayFairy, Text{"Clock Town Stray Fairy", "Fee errante de la Bourg-Clocher", "Cuidad Reloj Hada Callejera"}, CT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); - - //Woodfall Stray Fairies - itemTable[WF_STRAY_FAIRY] = Item(true, false, &WoodfallStrayFairies, Text{"Woodfall Stray Fairy", "Fee errante de la Bois-Cascade", "Hada Callejera del Bosque Catarata" }, WF_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); - - //Snowhead Stray Fairies - itemTable[SH_STRAY_FAIRY] = Item(true, false, &SnowheadStrayFairies, Text{"Snowhead Stray Fairy", "Fee errante de la Pic des Neiges", "Hada Callejera del Pico Nevado" }, SH_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); - - //Great Bay Stray Fairies - itemTable[GBT_STRAY_FAIRY] = Item(true, false, &GreatBayStrayFairies, Text{"Great Bay Stray Fairy", "Fee errante de la Grande Baie", "Gran Hada Callejera de la Bahia" }, GBT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); - - //Stone Tower Stray Fairies - itemTable[ST_STRAY_FAIRY] = Item(true, false, &StoneTowerStrayFairies, Text{"Stone Tower Stray Fairy", "Fee errante de la Forteresse de Pierre", "Hada Callejera de la Torre Piedra" }, ST_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); - - //Bottles - itemTable[EMPTY_BOTTLE1] = Item(true, false, &ArcheryBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía" }, EMPTY_BOTTLE1, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); - itemTable[EMPTY_BOTTLE2] = Item(true, false, &BeaverRaceBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía" }, EMPTY_BOTTLE2, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); - itemTable[EMPTY_BOTTLE] = Item(true, false, &HasBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía" }, EMPTY_BOTTLE, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_MILK] = Item(true, false, &AlienBottle, Text{"Bottle with Milk", "Flacon de lait", "Botella de leche Lon Lon"}, BOTTLE_WITH_MILK, (u32)GetItemID::GI_BOTTLE_MILK, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_RED_POTION] = Item(true, false, &WitchBottle, Text{"Bottle with Red Potion", "Flacon de potion rouge", "Botella de poción roja"}, BOTTLE_WITH_RED_POTION, (u32)GetItemID::GI_BOTTLE_POTION_RED, ITEMTYPE_ITEM); - itemTable[GOLD_DUST] = Item(true, true, &GoronRaceBottle, Text{"Gold Dust", "Poudre d'Or", "Polvo de Oro" }, GOLD_DUST, (u32)GetItemID::GI_BOTTLE_GOLD_DUST, ITEMTYPE_QUEST); - itemTable[CHATEAU_ROMANI] = Item(true, false, &ChateauBottle, Text{"Chateau Romani", "Chateau Romani", "Reserva Romani" }, CHATEAU_ROMANI, (u32)GetItemID::GI_BOTTLE_CHATEAU_ROMANI, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_MYSTERY_MILK] = Item(true, true, &MysteryMilkBottle, Text{"Bottle with Mystery Milk", "Bottle with Mystery Milk", "Bottle with Mystery Milk"}, BOTTLE_WITH_MYSTERY_MILK, (u32)GetItemID::GI_BOTTLE_MYSTERY_MILK, ITEMTYPE_QUEST); - //Other bottle items - itemTable[DEKU_PRINCESS] = Item(true, true, &DekuPrincess, Text{"Deku Princess", "Princesse Mojo", "Princesa Deku"}, DEKU_PRINCESS, (u32)GetItemID::GI_DEKU_PRINCESS_FAIRY, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_GREEN_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Green Potion", "Flacon de potion verde", "Botella de poción verte"}, BOTTLE_WITH_GREEN_POTION, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_BLUE_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Blue Potion", "Flacon de potion azul", "Botella de poción bleu"}, BOTTLE_WITH_BLUE_POTION, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_FAIRY] = Item(false, false, &HasBottle, Text{"Bottle with Fairy", "Bottle with Fairy", "Bottle with Fairy",}, BOTTLE_WITH_FAIRY, (u32)GetItemID::GI_FAIRY, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_BUGS] = Item(false, false, &HasBottle, Text{"Bottle with Bugs", "Bottle with Bugs", "Bottle with Bugs",}, BOTTLE_WITH_BUGS, (u32)GetItemID::GI_BOTTLE_BUG, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_FISH] = Item(false, false, &HasBottle, Text{"Bottle with Fish", "Bottle with Fish", "Bottle with Fish"}, BOTTLE_WITH_FISH, (u32)GetItemID::GI_BOTTLE_FISH, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_POE] = Item(false, false, &HasBottle, Text{"Bottle with Poe", "Bottle with Poe", "Bottle with Poe",}, BOTTLE_WITH_POE, (u32)GetItemID::GI_BOTTLE_POE_TEXT, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_BIG_POE] = Item(false, false, &HasBottle, Text{"Bottle with Big Poe", "Bottle with Big Poe", "Bottle with Big Poe",}, BOTTLE_WITH_BIG_POE, (u32)GetItemID::GI_BOTTLE_BIG_POE, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Spring Water", "Bottle with Spring Water", "Bottle with Spring Water",}, BOTTLE_WITH_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_SPRING_WATER, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_HOT_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Hot Spring Water", "Bottle with Hot Spring Water", "Bottle with Hot Spring Water",}, BOTTLE_WITH_HOT_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_HOT_SPRING_WATER, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_ZORA_EGG] = Item(false, true, &HasBottle, Text{"Bottle with Zora Egg", "Bottle with Zora Egg", "Bottle with Zora Egg",}, BOTTLE_WITH_ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_MUSHROOM] = Item(false, false, &HasBottle, Text{"Bottle with Mushroom", "Bottle with Mushroom", "Bottle with Mushroom",}, BOTTLE_WITH_MUSHROOM, (u32)GetItemID::GI_BOTTLE_MAGIC_MUSHROOM, ITEMTYPE_ITEM); - itemTable[ZORA_EGG] = Item(false, true, &ZoraEgg, Text{"Zora Egg", "Oeuf de Zora", "Huevo de Zora"}, ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); - itemTable[SEAHORSE] = Item(true, true, &Seahorse, Text{"Seahorse", "Hippocampe", "Caballo de mar"}, SEAHORSE, (u32)GetItemID::GI_BOTTLE_SEAHORSE, ITEMTYPE_ITEM); - - //Upgrades - itemTable[RAZOR_SWORD] = Item(true, false, &RazorSword, Text{"Razor Sword", "Lame Rasoir", "Espada Afilada" }, RAZOR_SWORD, (u32)GetItemID::GI_RAZOR_SWORD, ITEMTYPE_ITEM ); - itemTable[GILDED_SWORD] = Item(true, false, &GildedSword, Text{"Gilded Sword", "Lame Doree", "Espada de Esmeril" }, GILDED_SWORD, (u32)GetItemID::GI_GILDED_SWORD, ITEMTYPE_ITEM ); - itemTable[MIRROR_SHIELD] = Item(true, false, &MirrorShield, Text{"Mirror Shield", "Bouclier miroir", "Escudo espejo" }, MIRROR_SHIELD, (u32)GetItemID::GI_SHIELD_MIRROR, ITEMTYPE_ITEM ); - itemTable[LARGE_QUIVER] = Item(true, false, &TownArcheryQuiver, Text{"Large Quiver", "Large Quiver", "Large Quiver", }, LARGE_QUIVER, (u32)GetItemID::GI_LARGE_QUIVER, ITEMTYPE_ITEM); - itemTable[LARGEST_QUIVER] = Item(true, false, &SwampArcheryQuiver, Text{"Largest Quiver", "Largest Quiver", "Largest Quiver," }, LARGEST_QUIVER, (u32)GetItemID::GI_LARGEST_QUIVER, ITEMTYPE_ITEM ); - itemTable[BOMB_BAG] = Item(true, false, &BombBag20, Text{"Bomb Bag", "Bomb Bag", "Bomb Bag" }, BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_20, ITEMTYPE_ITEM); - itemTable[BIG_BOMB_BAG] = Item(true, false, &TownBombBag, Text{"Big Bomb Bag", "Big Bomb Bag", "Big Bomb Bag" }, BIG_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_30, ITEMTYPE_ITEM); - itemTable[BIGGEST_BOMB_BAG] = Item(true, false, &MountainBombBag, Text{"Biggest Bomb Bag", "Biggest Bomb Bag", "Biggest Bomb Bag" }, BIGGEST_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_40, ITEMTYPE_ITEM); - itemTable[ADULT_WALLET] = Item(true, false, &Townwallet200, Text{"Adult Wallet", "Adult Wallet", "Adult Wallet" }, ADULT_WALLET, (u32)GetItemID::GI_ADULT_WALLET, ITEMTYPE_ITEM); - itemTable[GIANT_WALLET] = Item(true, false, &OceanWallet500, Text{"Giant Wallet", "Giant Wallet", "Giant Wallet" }, GIANT_WALLET, (u32)GetItemID::GI_GIANT_WALLET, ITEMTYPE_ITEM); - itemTable[MAGIC_POWER] = Item(true, false, &MagicPower, Text{"Magic Power", "Magic Power", "Magic Power",}, MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); - itemTable[EXTENDED_MAGIC_POWER] = Item(true, false, &ExtendedMagicPower, Text{"Extended Magic Power", "Extended Magic Power", "Extended Magic Power",}, EXTENDED_MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); +//Oceanside Spider Tokens + itemTable[OCEANSIDE_SKULLTULA_TOKEN] = Item(true, false, &OceanSkulltulaTokens, Text{"Oceanside Skulltula Token", "Jeton de Skulltula dorée", "Símbolo de skulltula dorada", }, OCEANSIDE_SKULLTULA_TOKEN, 0x6D, ITEMTYPE_TOKEN); - //Songs - itemTable[SONG_OF_TIME] = Item(true, false, &SongOfTime, Text{"Song of Time", "Chant du temps", "Canción del tiempo"}, SONG_OF_TIME, (u32)0x53, ITEMTYPE_SONG); - itemTable[SONG_OF_STORMS] = Item(true, false, &SongOfStorms, Text{"Song of Storms", "Chant des tempêtes", "Canción de la tormenta"}, SONG_OF_STORMS, (u32)0x73, ITEMTYPE_SONG); - itemTable[SONATA_OF_AWAKENING] = Item(true, false, &SonataOfAwakening, Text{"Sonata of Awakening", "Sonate de i'Eveil", "Sonata del Despertar"}, SONATA_OF_AWAKENING, (u32)0x4B, ITEMTYPE_SONG ); - itemTable[LULLABY_INTRO] = Item(true, false, &LullabyIntro, Text{"Goron's Lullaby Intro", "Goron's Lullaby Intro", "Goron's Lullaby Intro"}, LULLABY_INTRO, (u32)0x74, ITEMTYPE_SONG ); - itemTable[GORONS_LULLABY] = Item(true, false, &GoronsLullaby, Text{"Goron's Lullaby", "Berceuse des Gorons", "Nana Goron"}, GORONS_LULLABY, (u32)0x4D, ITEMTYPE_SONG); - itemTable[NEW_WAVE_BOSSA_NOVA] = Item(true, false, &NewWaveBossaNova, Text{"New Wave Bossa Nova", "Bossa Nova des Flots", "Nueva Bossanova"}, NEW_WAVE_BOSSA_NOVA, (u32)0x4E, ITEMTYPE_SONG ); - itemTable[ELEGY_OF_EMPTINESS] = Item(true, false, &ElegyOfEmptiness, Text{"Elegy of Emptiness", "Hymne du Vida", "Elegia al Vacio"}, ELEGY_OF_EMPTINESS, (u32)0x4F, ITEMTYPE_SONG ); - itemTable[OATH_TO_ORDER] = Item(true, false, &OathToOrder, Text{"Oath to Order", "Ode lAppel", "Oda al Order"}, OATH_TO_ORDER, (u32)0x51, ITEMTYPE_SONG ); - itemTable[EPONAS_SONG] = Item(true, false, &EponasSong, Text{"Epona's Song", "Chant d'Épona", "Canción de Epona"}, EPONAS_SONG, (u32)0x6C, ITEMTYPE_SONG ); - //itemTable[INVERTED_SONG_OF_TIME] = Item(true,0, 0, Text{"Inverted Song of Time", "Chant du Temps Inverse", "Canción del Tiempo Invertida"}, ITEMTYPE_SONG, 0xC2, true, &InvertedSongOfTime, INVERTED_SONG_OF_TIME, false,); - //itemTable[SONG_OF_DOUBLE_TIME] = Item(true,0, 0, Text{"Song of Double Time", "Chant du Temps Accelere", "Canción del Doble Tiempo"}, ITEMTYPE_SONG, 0xC3, true, &SongOfDoubleTime, SONG_OF_DOUBLE_TIME, false,); - itemTable[SONG_OF_HEALING] = Item(true, false, &SongOfHealing, Text{"Song of Healing", "Chant de l'Apaisement", "Sonata de Curacion"}, SONG_OF_HEALING, (u32)0x54, ITEMTYPE_SONG ); - itemTable[SONG_OF_SOARING] = Item(true, false, &SongOfSoaring, Text{"Song of Soaring", "Chant de l'Envol", "Canción de Vuelo"}, SONG_OF_SOARING, (u32)0x72, ITEMTYPE_SONG ); - - //Maps and Compasses - itemTable[WOODFALL_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Woodfall Temple Map", "Carte de Temple de Bois-Cascade", "Mapa del Templo del Bosque Catarata"}, WOODFALL_TEMPLE_MAP, (u32)0xAE, ITEMTYPE_MAP ); - itemTable[SNOWHEAD_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Snowhead Temple Map", "Carte de Temple du Pic des Neiges", "Mapa del Templo del Pico Nevado"}, SNOWHEAD_TEMPLE_MAP, (u32)0xAF, ITEMTYPE_MAP ); - itemTable[GBT_MAP] = Item(false, false, &noVariable, Text{"Great Bay Temple Map", "Carte de Temple de la Grande Baie", "Mapa del Templo de la Gran Bahia"}, GBT_MAP, (u32)0xB0, ITEMTYPE_MAP ); - itemTable[STONE_TOWER_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Temple Map", "Carte du Temple de la Forteresse de Pierre", "Mapa del Templo de la Torre de Piedra"}, STONE_TOWER_TEMPLE_MAP, (u32)0xB1, ITEMTYPE_MAP); - itemTable[CLOCK_TOWN_MAP] = Item(false, false, &noVariable, Text{"Clock Town Map", "Carte de Bourg-Clocher", "Mapa de la Cuidad Reloj"}, CLOCK_TOWN_MAP, (u32)GetItemID::GI_MAP_OF_CLOCK_TOWN, ITEMTYPE_MAP); - itemTable[WOODFALL_MAP] = Item(false, false, &noVariable, Text{"Woodfall Map", "Carte du Bois-Cascade", "Mapa del Bosque Catarata"}, WOODFALL_MAP, (u32)GetItemID::GI_MAP_OF_WOODFALL, ITEMTYPE_MAP); - itemTable[SNOWHEAD_MAP] = Item(false, false, &noVariable, Text{"Snowhead Map", "Carte du Pic Des Neiges", "Mapa del Pico Nevado"}, SNOWHEAD_MAP, (u32)GetItemID::GI_MAP_OF_SNOWHEAD, ITEMTYPE_MAP); - itemTable[GREAT_BAY_MAP] = Item(false, false, &noVariable, Text{"Great Bay Map", "Carte du Plage de la Grande Baie", "Mapa del Costa de la Gran Bahia"}, GREAT_BAY_MAP, (u32)GetItemID::GI_MAP_OF_GREAT_BAY, ITEMTYPE_MAP); - itemTable[STONE_TOWER_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Map", "Carte du Forteresse de Pierre", "Mapa del Torre de Piedra"}, STONE_TOWER_MAP, (u32)GetItemID::GI_MAP_OF_STONE_TOWER, ITEMTYPE_MAP); - itemTable[ROMANI_RANCH_MAP] = Item(false, false, &noVariable, Text{"Romani Ranch Map", "Carte de Ranch Romani", "Mapa de Rancho Romani"}, ROMANI_RANCH_MAP, (u32)GetItemID::GI_MAP_OF_ROMANI_RANCH, ITEMTYPE_MAP); +//Stray Fairies// - itemTable[WOODFALL_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Woodfall Temple Compass", "Boussole de Temple de Bois-Cascade", "Brújula del Templo del Bosque Catarata"}, WOODFALL_TEMPLE_COMPASS, (u32)0xA7, ITEMTYPE_COMPASS ); - itemTable[SNOWHEAD_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Snowhead Temple Compass", "Boussole de Temple du Pic des Neiges", "Brújula del Templo del Pico Nevado"}, SNOWHEAD_TEMPLE_COMPASS, (u32)0xA8, ITEMTYPE_COMPASS ); - itemTable[GBT_COMPASS] = Item(false, false, &noVariable, Text{"Great Bay Temple Compass", "Boussole de Temple de la Grande Baie", "Brújula del Templo de la Gran Bahia"}, GBT_COMPASS, (u32)0xAC, ITEMTYPE_COMPASS ); - itemTable[STONE_TOWER_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Stone Tower Temple Compass", "Boussole du Teple de la Forteresse de Pierre", "Brújula del Templo de la Torre de Piedra"}, STONE_TOWER_TEMPLE_COMPASS, (u32)0xAD, ITEMTYPE_COMPASS ); +//Clock Town Fairies + itemTable[CT_STRAY_FAIRY] = Item(true, false, &ClockTownStrayFairy, Text{"Clock Town Stray Fairy", "Fee errante de la Bourg-Clocher", "Cuidad Reloj Hada Callejera", }, CT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); - //Boss Keys - itemTable[WOODFALL_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyWoodfallTemple, Text{"Woodfall Temple Big Key", "Clé d'or du Temple de Bois-Cascade", "Gran llave del Templo del Bosque Catarata"}, WOODFALL_TEMPLE_BOSS_KEY, (u32)0xA3, ITEMTYPE_BOSSKEY ); - itemTable[SNOWHEAD_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeySnowheadTemple, Text{"Snowhead Temple Big Key", "Clé d'or du Temple du Pic des Neiges", "Gran llave del Templo del Pico Nevado"}, SNOWHEAD_TEMPLE_BOSS_KEY, (u32)0xA4, ITEMTYPE_BOSSKEY ); - itemTable[GBT_BOSS_KEY] = Item(true, false, &BossKeyGreatBayTemple, Text{"Great Bay Temple Big Key", "Clé d'or du Temple de la Grande Baie", "Gran llave del Templo de la Gran Bahia"}, GBT_BOSS_KEY, (u32)0xA5, ITEMTYPE_BOSSKEY ); - itemTable[STONE_TOWER_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyStoneTowerTemple, Text{"Stone Tower Temple Big Key", "Clé d'or du Temple de la Forteresse de Pierre", "Gran llave del Templo de la Torre de Piedra"}, STONE_TOWER_TEMPLE_BOSS_KEY, (u32)0xA6, ITEMTYPE_BOSSKEY ); - //Small Keys - itemTable[WOODFALL_TEMPLE_SMALL_KEY] = Item(true, false, &WoodfallTempleKeys, Text{"Woodfall Temple Small Key", "Petite clé du Temple de Bois-Cascade", "Llave del Templo del Templo del Bosque Catarata"}, WOODFALL_TEMPLE_SMALL_KEY, (u32)0x76, ITEMTYPE_SMALLKEY ); - itemTable[SNOWHEAD_TEMPLE_SMALL_KEY] = Item(true, false, &SnowheadTempleKeys, Text{ "Snowhead Temple Small Key", "Petite clé du Temple du Pic des Neiges", "Llave del Templo del Pico Nevado" }, SNOWHEAD_TEMPLE_SMALL_KEY, (u32)0x77, ITEMTYPE_SMALLKEY); - itemTable[GBT_SMALL_KEY] = Item(true, false, &GreatBayTempleKeys, Text{"Great Bay Temple Small Key", "Petite clé du Temple de la Grande Baie", "Llave del Templo del la Gran Bahia"}, GBT_SMALL_KEY, (u32)0x90, ITEMTYPE_SMALLKEY ); - itemTable[STONE_TOWER_TEMPLE_SMALL_KEY] = Item(true, false, &StoneTowerTempleKeys, Text{ "Stone Tower Temple Small Key", "Petite clé du Temple de la Forteresse de Pierre", "Llave del Templo de la Torre de Piedra" }, STONE_TOWER_TEMPLE_SMALL_KEY, (u32)0xA2, ITEMTYPE_SMALLKEY); - - //Boss Remains - itemTable[ODOLWAS_REMAINS] = Item(true, false, &OdolwaRemains, Text{"Odolwa's Remains", "Restes d'Odolwa", "Restos de Odolwa"}, ODOLWAS_REMAINS, (u32)GetItemID::GI_ODOLWAS_REMAINS, ITEMTYPE_DUNGEONREWARD ); - itemTable[GOHTS_REMAINS] = Item(true, false, &GohtRemains, Text{"Goht's Remains", "Restes de Rohrk", "Restos de Goht"}, GOHTS_REMAINS, (u32)GetItemID::GI_GOHTS_REMAINS, ITEMTYPE_DUNGEONREWARD); - itemTable[GYORGS_REMAINS] = Item(true, false, &GyorgRemains, Text{"Gyorg's Remains", "Restes de Gyorg", "Restos de Gyorg"}, GYORGS_REMAINS, (u32)GetItemID::GI_GYORGS_REMAINS, ITEMTYPE_DUNGEONREWARD ); - itemTable[TWINMOLDS_REMAINS] = Item(true, false, &TwinmoldRemains, Text{"Twinmold's Remains", "Restes de Skorn", "Restos dde Twinmod"}, TWINMOLDS_REMAINS, (u32)GetItemID::GI_TWINMOLDS_REMAINS, ITEMTYPE_DUNGEONREWARD ); - - //Pre Clock Town?? +//Woodfall Stray Fairies + itemTable[WF_STRAY_FAIRY] = Item(true, false, &WoodfallStrayFairies, Text{"Woodfall Stray Fairy", "Fee errante de la Bois-Cascade", "Hada Callejera del Bosque Catarata", }, WF_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + +//Snowhead Stray Fairies + itemTable[SH_STRAY_FAIRY] = Item(true, false, &SnowheadStrayFairies, Text{"Snowhead Stray Fairy", "Fee errante de la Pic des Neiges", "Hada Callejera del Pico Nevado", }, SH_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + +//Great Bay Stray Fairies + itemTable[GBT_STRAY_FAIRY] = Item(true, false, &GreatBayStrayFairies, Text{"Great Bay Stray Fairy", "Fee errante de la Grande Baie", "Gran Hada Callejera de la Bahia", }, GBT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + +//Stone Tower Stray Fairies + itemTable[ST_STRAY_FAIRY] = Item(true, false, &StoneTowerStrayFairies, Text{"Stone Tower Stray Fairy", "Fee errante de la Forteresse de Pierre", "Hada Callejera de la Torre Piedra", }, ST_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + +//Bottles + itemTable[EMPTY_BOTTLE1] = Item(true, false, &ArcheryBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía", }, EMPTY_BOTTLE1, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); + itemTable[EMPTY_BOTTLE2] = Item(true, false, &BeaverRaceBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía", }, EMPTY_BOTTLE2, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); + itemTable[EMPTY_BOTTLE] = Item(true, false, &HasBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía", }, EMPTY_BOTTLE, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_MILK] = Item(true, false, &AlienBottle, Text{"Bottle with Milk", "Flacon de lait", "Botella de leche Lon Lon", }, BOTTLE_WITH_MILK, (u32)GetItemID::GI_BOTTLE_MILK, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_RED_POTION] = Item(true, false, &WitchBottle, Text{"Bottle with Red Potion", "Flacon de potion rouge", "Botella de poción roja", }, BOTTLE_WITH_RED_POTION, (u32)GetItemID::GI_BOTTLE_POTION_RED, ITEMTYPE_ITEM); + itemTable[GOLD_DUST] = Item(true, true, &GoronRaceBottle, Text{"Gold Dust", "Poudre d'Or", "Polvo de Oro", }, GOLD_DUST, (u32)GetItemID::GI_BOTTLE_GOLD_DUST, ITEMTYPE_QUEST); + itemTable[CHATEAU_ROMANI] = Item(true, false, &ChateauBottle, Text{"Chateau Romani", "Chateau Romani", "Reserva Romani", }, CHATEAU_ROMANI, (u32)GetItemID::GI_BOTTLE_CHATEAU_ROMANI, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_MYSTERY_MILK] = Item(true, true, &MysteryMilkBottle, Text{"Bottle with Mystery Milk", "Bottle with Mystery Milk", "Bottle with Mystery Milk", }, BOTTLE_WITH_MYSTERY_MILK, (u32)GetItemID::GI_BOTTLE_MYSTERY_MILK, ITEMTYPE_QUEST); +//Other bottle items + itemTable[DEKU_PRINCESS] = Item(true, true, &DekuPrincess, Text{"Deku Princess", "Princesse Mojo", "Princesa Deku", }, DEKU_PRINCESS, (u32)GetItemID::GI_DEKU_PRINCESS_FAIRY, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_GREEN_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Green Potion", "Flacon de potion verde", "Botella de poción verte", }, BOTTLE_WITH_GREEN_POTION, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_BLUE_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Blue Potion", "Flacon de potion azul", "Botella de poción bleu", }, BOTTLE_WITH_BLUE_POTION, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_FAIRY] = Item(false, false, &HasBottle, Text{"Bottle with Fairy", "Bottle with Fairy", "Bottle with Fairy", }, BOTTLE_WITH_FAIRY, (u32)GetItemID::GI_FAIRY, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_BUGS] = Item(false, false, &HasBottle, Text{"Bottle with Bugs", "Bottle with Bugs", "Bottle with Bugs", }, BOTTLE_WITH_BUGS, (u32)GetItemID::GI_BOTTLE_BUG, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_FISH] = Item(false, false, &HasBottle, Text{"Bottle with Fish", "Bottle with Fish", "Bottle with Fish", }, BOTTLE_WITH_FISH, (u32)GetItemID::GI_BOTTLE_FISH, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_POE] = Item(false, false, &HasBottle, Text{"Bottle with Poe", "Bottle with Poe", "Bottle with Poe", }, BOTTLE_WITH_POE, (u32)GetItemID::GI_BOTTLE_POE_TEXT, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_BIG_POE] = Item(false, false, &HasBottle, Text{"Bottle with Big Poe", "Bottle with Big Poe", "Bottle with Big Poe", }, BOTTLE_WITH_BIG_POE, (u32)GetItemID::GI_BOTTLE_BIG_POE, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Spring Water", "Bottle with Spring Water", "Bottle with Spring Water", }, BOTTLE_WITH_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_SPRING_WATER, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_HOT_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Hot Spring Water", "Bottle with Hot Spring Water", "Bottle with Hot Spring Water", }, BOTTLE_WITH_HOT_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_HOT_SPRING_WATER, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_ZORA_EGG] = Item(false, true, &HasBottle, Text{"Bottle with Zora Egg", "Bottle with Zora Egg", "Bottle with Zora Egg", }, BOTTLE_WITH_ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_MUSHROOM] = Item(false, false, &HasBottle, Text{"Bottle with Mushroom", "Bottle with Mushroom", "Bottle with Mushroom", }, BOTTLE_WITH_MUSHROOM, (u32)GetItemID::GI_BOTTLE_MAGIC_MUSHROOM, ITEMTYPE_ITEM); + itemTable[ZORA_EGG] = Item(false, true, &ZoraEgg, Text{"Zora Egg", "Oeuf de Zora", "Huevo de Zora", }, ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); + itemTable[SEAHORSE] = Item(true, true, &Seahorse, Text{"Seahorse", "Hippocampe", "Caballo de mar", }, SEAHORSE, (u32)GetItemID::GI_BOTTLE_SEAHORSE, ITEMTYPE_ITEM); + +//Upgrades + itemTable[RAZOR_SWORD] = Item(true, false, &RazorSword, Text{"Razor Sword", "Lame Rasoir", "Espada Afilada", }, RAZOR_SWORD, (u32)GetItemID::GI_RAZOR_SWORD, ITEMTYPE_ITEM); + itemTable[GILDED_SWORD] = Item(true, false, &GildedSword, Text{"Gilded Sword", "Lame Doree", "Espada de Esmeril", }, GILDED_SWORD, (u32)GetItemID::GI_GILDED_SWORD, ITEMTYPE_ITEM); + itemTable[MIRROR_SHIELD] = Item(true, false, &MirrorShield, Text{"Mirror Shield", "Bouclier miroir", "Escudo espejo", }, MIRROR_SHIELD, (u32)GetItemID::GI_SHIELD_MIRROR, ITEMTYPE_ITEM); + itemTable[LARGE_QUIVER] = Item(true, false, &TownArcheryQuiver, Text{"Large Quiver", "Large Quiver", "Large Quiver", }, LARGE_QUIVER, (u32)GetItemID::GI_LARGE_QUIVER, ITEMTYPE_ITEM); + itemTable[LARGEST_QUIVER] = Item(true, false, &SwampArcheryQuiver, Text{"Largest Quiver", "Largest Quiver", "Largest Quiver,", }, LARGEST_QUIVER, (u32)GetItemID::GI_LARGEST_QUIVER, ITEMTYPE_ITEM); + itemTable[BOMB_BAG] = Item(true, false, &BombBag20, Text{"Bomb Bag", "Bomb Bag", "Bomb Bag", }, BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_20, ITEMTYPE_ITEM); + itemTable[BIG_BOMB_BAG] = Item(true, false, &TownBombBag, Text{"Big Bomb Bag", "Big Bomb Bag", "Big Bomb Bag", }, BIG_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_30, ITEMTYPE_ITEM); + itemTable[BIGGEST_BOMB_BAG] = Item(true, false, &MountainBombBag, Text{"Biggest Bomb Bag", "Biggest Bomb Bag", "Biggest Bomb Bag", }, BIGGEST_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_40, ITEMTYPE_ITEM); + itemTable[ADULT_WALLET] = Item(true, false, &Townwallet200, Text{"Adult Wallet", "Adult Wallet", "Adult Wallet", }, ADULT_WALLET, (u32)GetItemID::GI_ADULT_WALLET, ITEMTYPE_ITEM); + itemTable[GIANT_WALLET] = Item(true, false, &OceanWallet500, Text{"Giant Wallet", "Giant Wallet", "Giant Wallet", }, GIANT_WALLET, (u32)GetItemID::GI_GIANT_WALLET, ITEMTYPE_ITEM); + itemTable[MAGIC_POWER] = Item(true, false, &MagicPower, Text{"Magic Power", "Magic Power", "Magic Power", }, MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); + itemTable[EXTENDED_MAGIC_POWER] = Item(true, false, &ExtendedMagicPower, Text{"Extended Magic Power", "Extended Magic Power", "Extended Magic Power", }, EXTENDED_MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); + +//Songs + itemTable[SONG_OF_TIME] = Item(true, false, &SongOfTime, Text{"Song of Time", "Chant du temps", "Canción del tiempo", }, SONG_OF_TIME, (u32)0x53, ITEMTYPE_SONG); + itemTable[SONG_OF_STORMS] = Item(true, false, &SongOfStorms, Text{"Song of Storms", "Chant des tempêtes", "Canción de la tormenta", }, SONG_OF_STORMS, (u32)0x73, ITEMTYPE_SONG); + itemTable[SONATA_OF_AWAKENING] = Item(true, false, &SonataOfAwakening, Text{"Sonata of Awakening", "Sonate de i'Eveil", "Sonata del Despertar", }, SONATA_OF_AWAKENING, (u32)0x4B, ITEMTYPE_SONG); + itemTable[LULLABY_INTRO] = Item(true, false, &LullabyIntro, Text{"Goron's Lullaby Intro", "Goron's Lullaby Intro", "Goron's Lullaby Intro", }, LULLABY_INTRO, (u32)0x74, ITEMTYPE_SONG); + itemTable[GORONS_LULLABY] = Item(true, false, &GoronsLullaby, Text{"Goron's Lullaby", "Berceuse des Gorons", "Nana Goron", }, GORONS_LULLABY, (u32)0x4D, ITEMTYPE_SONG); + itemTable[NEW_WAVE_BOSSA_NOVA] = Item(true, false, &NewWaveBossaNova, Text{"New Wave Bossa Nova", "Bossa Nova des Flots", "Nueva Bossanova", }, NEW_WAVE_BOSSA_NOVA, (u32)0x4E, ITEMTYPE_SONG); + itemTable[ELEGY_OF_EMPTINESS] = Item(true, false, &ElegyOfEmptiness, Text{"Elegy of Emptiness", "Hymne du Vida", "Elegia al Vacio", }, ELEGY_OF_EMPTINESS, (u32)0x4F, ITEMTYPE_SONG); + itemTable[OATH_TO_ORDER] = Item(true, false, &OathToOrder, Text{"Oath to Order", "Ode lAppel", "Oda al Order", }, OATH_TO_ORDER, (u32)0x51, ITEMTYPE_SONG); + itemTable[EPONAS_SONG] = Item(true, false, &EponasSong, Text{"Epona's Song", "Chant d'Épona", "Canción de Epona", }, EPONAS_SONG, (u32)0x6C, ITEMTYPE_SONG); + //itemTable[INVERTED_SONG_OF_TIME] = Item(true, false, &InvertedSongOfTime, Text{"Inverted Song of Time", "Chant du Temps Inverse", "Canción del Tiempo Invertida", }, INVERTED_SONG_OF_TIME, 0xC2, ITEMTYPE_SONG); + //itemTable[SONG_OF_DOUBLE_TIME] = Item(true, false, &SongOfDoubleTime, Text{"Song of Double Time", "Chant du Temps Accelere", "Canción del Doble Tiempo", }, SONG_OF_DOUBLE_TIME, 0xC3, ITEMTYPE_SONG); + itemTable[SONG_OF_HEALING] = Item(true, false, &SongOfHealing, Text{"Song of Healing", "Chant de l'Apaisement", "Sonata de Curacion", }, SONG_OF_HEALING, (u32)0x54, ITEMTYPE_SONG); + itemTable[SONG_OF_SOARING] = Item(true, false, &SongOfSoaring, Text{"Song of Soaring", "Chant de l'Envol", "Canción de Vuelo", }, SONG_OF_SOARING, (u32)0x72, ITEMTYPE_SONG); + +//Maps and Compasses + itemTable[WOODFALL_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Woodfall Temple Map", "Carte de Temple de Bois-Cascade", "Mapa del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_MAP, (u32)0xAE, ITEMTYPE_MAP); + itemTable[SNOWHEAD_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Snowhead Temple Map", "Carte de Temple du Pic des Neiges", "Mapa del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_MAP, (u32)0xAF, ITEMTYPE_MAP); + itemTable[GBT_MAP] = Item(false, false, &noVariable, Text{"Great Bay Temple Map", "Carte de Temple de la Grande Baie", "Mapa del Templo de la Gran Bahia", }, GBT_MAP, (u32)0xB0, ITEMTYPE_MAP); + itemTable[STONE_TOWER_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Temple Map", "Carte du Temple de la Forteresse de Pierre", "Mapa del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_MAP, (u32)0xB1, ITEMTYPE_MAP); + itemTable[CLOCK_TOWN_MAP] = Item(false, false, &noVariable, Text{"Clock Town Map", "Carte de Bourg-Clocher", "Mapa de la Cuidad Reloj", }, CLOCK_TOWN_MAP, (u32)GetItemID::GI_MAP_OF_CLOCK_TOWN, ITEMTYPE_MAP); + itemTable[WOODFALL_MAP] = Item(false, false, &noVariable, Text{"Woodfall Map", "Carte du Bois-Cascade", "Mapa del Bosque Catarata", }, WOODFALL_MAP, (u32)GetItemID::GI_MAP_OF_WOODFALL, ITEMTYPE_MAP); + itemTable[SNOWHEAD_MAP] = Item(false, false, &noVariable, Text{"Snowhead Map", "Carte du Pic Des Neiges", "Mapa del Pico Nevado", }, SNOWHEAD_MAP, (u32)GetItemID::GI_MAP_OF_SNOWHEAD, ITEMTYPE_MAP); + itemTable[GREAT_BAY_MAP] = Item(false, false, &noVariable, Text{"Great Bay Map", "Carte du Plage de la Grande Baie", "Mapa del Costa de la Gran Bahia", }, GREAT_BAY_MAP, (u32)GetItemID::GI_MAP_OF_GREAT_BAY, ITEMTYPE_MAP); + itemTable[STONE_TOWER_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Map", "Carte du Forteresse de Pierre", "Mapa del Torre de Piedra", }, STONE_TOWER_MAP, (u32)GetItemID::GI_MAP_OF_STONE_TOWER, ITEMTYPE_MAP); + itemTable[ROMANI_RANCH_MAP] = Item(false, false, &noVariable, Text{"Romani Ranch Map", "Carte de Ranch Romani", "Mapa de Rancho Romani", }, ROMANI_RANCH_MAP, (u32)GetItemID::GI_MAP_OF_ROMANI_RANCH, ITEMTYPE_MAP); + + itemTable[WOODFALL_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Woodfall Temple Compass", "Boussole de Temple de Bois-Cascade", "Brújula del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_COMPASS, (u32)0xA7, ITEMTYPE_COMPASS); + itemTable[SNOWHEAD_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Snowhead Temple Compass", "Boussole de Temple du Pic des Neiges", "Brújula del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_COMPASS, (u32)0xA8, ITEMTYPE_COMPASS); + itemTable[GBT_COMPASS] = Item(false, false, &noVariable, Text{"Great Bay Temple Compass", "Boussole de Temple de la Grande Baie", "Brújula del Templo de la Gran Bahia", }, GBT_COMPASS, (u32)0xAC, ITEMTYPE_COMPASS); + itemTable[STONE_TOWER_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Stone Tower Temple Compass", "Boussole du Teple de la Forteresse de Pierre", "Brújula del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_COMPASS, (u32)0xAD, ITEMTYPE_COMPASS); + +//Boss Keys + itemTable[WOODFALL_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyWoodfallTemple, Text{"Woodfall Temple Big Key", "Clé d'or du Temple de Bois-Cascade", "Gran llave del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_BOSS_KEY, (u32)0xA3, ITEMTYPE_BOSSKEY); + itemTable[SNOWHEAD_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeySnowheadTemple, Text{"Snowhead Temple Big Key", "Clé d'or du Temple du Pic des Neiges", "Gran llave del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_BOSS_KEY, (u32)0xA4, ITEMTYPE_BOSSKEY); + itemTable[GBT_BOSS_KEY] = Item(true, false, &BossKeyGreatBayTemple, Text{"Great Bay Temple Big Key", "Clé d'or du Temple de la Grande Baie", "Gran llave del Templo de la Gran Bahia", }, GBT_BOSS_KEY, (u32)0xA5, ITEMTYPE_BOSSKEY); + itemTable[STONE_TOWER_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyStoneTowerTemple, Text{"Stone Tower Temple Big Key", "Clé d'or du Temple de la Forteresse de Pierre", "Gran llave del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_BOSS_KEY, (u32)0xA6, ITEMTYPE_BOSSKEY); +//Small Keys + itemTable[WOODFALL_TEMPLE_SMALL_KEY] = Item(true, false, &WoodfallTempleKeys, Text{"Woodfall Temple Small Key", "Petite clé du Temple de Bois-Cascade", "Llave del Templo del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_SMALL_KEY, (u32)0x76, ITEMTYPE_SMALLKEY); + itemTable[SNOWHEAD_TEMPLE_SMALL_KEY] = Item(true, false, &SnowheadTempleKeys, Text{"Snowhead Temple Small Key", "Petite clé du Temple du Pic des Neiges", "Llave del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_SMALL_KEY, (u32)0x77, ITEMTYPE_SMALLKEY); + itemTable[GBT_SMALL_KEY] = Item(true, false, &GreatBayTempleKeys, Text{"Great Bay Temple Small Key", "Petite clé du Temple de la Grande Baie", "Llave del Templo del la Gran Bahia", }, GBT_SMALL_KEY, (u32)0x90, ITEMTYPE_SMALLKEY); + itemTable[STONE_TOWER_TEMPLE_SMALL_KEY] = Item(true, false, &StoneTowerTempleKeys, Text{"Stone Tower Temple Small Key", "Petite clé du Temple de la Forteresse de Pierre", "Llave del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_SMALL_KEY, (u32)0xA2, ITEMTYPE_SMALLKEY); + +//Boss Remains + itemTable[ODOLWAS_REMAINS] = Item(true, false, &OdolwaRemains, Text{"Odolwa's Remains", "Restes d'Odolwa", "Restos de Odolwa", }, ODOLWAS_REMAINS, (u32)GetItemID::GI_ODOLWAS_REMAINS, ITEMTYPE_DUNGEONREWARD); + itemTable[GOHTS_REMAINS] = Item(true, false, &GohtRemains, Text{"Goht's Remains", "Restes de Rohrk", "Restos de Goht", }, GOHTS_REMAINS, (u32)GetItemID::GI_GOHTS_REMAINS, ITEMTYPE_DUNGEONREWARD); + itemTable[GYORGS_REMAINS] = Item(true, false, &GyorgRemains, Text{"Gyorg's Remains", "Restes de Gyorg", "Restos de Gyorg", }, GYORGS_REMAINS, (u32)GetItemID::GI_GYORGS_REMAINS, ITEMTYPE_DUNGEONREWARD); + itemTable[TWINMOLDS_REMAINS] = Item(true, false, &TwinmoldRemains, Text{"Twinmold's Remains", "Restes de Skorn", "Restos dde Twinmod", }, TWINMOLDS_REMAINS, (u32)GetItemID::GI_TWINMOLDS_REMAINS, ITEMTYPE_DUNGEONREWARD); + +//Pre Clock Town?? //itemTable[PRE_CLOCK_TOWN_CHEST] = Item(false,0, &noVariable, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Nueces deku (10)" }, "Pre-Clock Town Chest", Region::BeneathClockTown, PRE_CLOCK_TOWN_CHEST, (u32)GetItemID::GI_NUTS_10, ItemCategory::DekuNuts, LocationCategory::GlitchesRequired); - //Generic Items - itemTable[RECOVERY_HEART] = Item(false, false, &noVariable, Text{"Recovery Heart", "Cœur d'énergie", "Corazón"}, RECOVERY_HEART, (u32)GetItemID::GI_RECOVERY_HEART_SINGLE, ITEMTYPE_ITEM); - itemTable[GREEN_RUPEE] = Item(false, false, &noVariable, Text{"Green Rupee", "Rubis vert", "Rupia verde"}, GREEN_RUPEE, (u32)GetItemID::GI_RUPEE_GREEN, ITEMTYPE_ITEM); - itemTable[BLUE_RUPEE] = Item(false, false, &noVariable, Text{"Blue Rupee", "Rubis bleu", "Rupia azul"}, BLUE_RUPEE, (u32)GetItemID::GI_RUPEE_BLUE, ITEMTYPE_ITEM); - itemTable[RED_RUPEE] = Item(false, false, &noVariable, Text{"Red Rupee", "Rubis rouge", "Rupia roja"}, RED_RUPEE, (u32)GetItemID::GI_RUPEE_RED, ITEMTYPE_ITEM); - itemTable[PURPLE_RUPEE] = Item(false, false, &noVariable, Text{"Purple Rupee", "Rubis pourpre", "Rupia morada"}, PURPLE_RUPEE, (u32)GetItemID::GI_RUPEE_PURPLE, ITEMTYPE_ITEM); - itemTable[HUGE_RUPEE] = Item(false, false, &noVariable, Text{"Huge Rupee", "Énorme rubis", "Rupia gigante"}, HUGE_RUPEE, (u32)GetItemID::GI_RUPEE_GOLD, ITEMTYPE_ITEM); - itemTable[SILVER_RUPEE] = Item(false, false, &noVariable, Text{"Silver Rupee", "rubis d'argent", "Rupia de plata"}, SILVER_RUPEE, (u32)GetItemID::GI_RUPEE_SILVER, ITEMTYPE_ITEM); - itemTable[PIECE_OF_HEART] = Item(true, false, &PiecesOfHeart, Text{"Piece of Heart", "Quart de cœur", "Pieza de corazón"}, PIECE_OF_HEART, (u32)GetItemID::GI_HEART_PIECE, ITEMTYPE_ITEM); - itemTable[HEART_CONTAINER] = Item(true, false, &HeartContainers, Text{"Heart Container", "Réceptacle de cœur", "Contenedor de corazón"}, HEART_CONTAINER, (u32)GetItemID::GI_HEART_CONTAINER, ITEMTYPE_ITEM); - itemTable[ICE_TRAP] = Item(false, false, &noVariable, Text{"Ice Trap", "Piège de glace", "Trampa de hielo"}, ICE_TRAP, 0x12, ITEMTYPE_ITEM); - itemTable[MILK] = Item(false, false, &HasBottle, Text{"Milk", "Lait", "Leche Lon Lon"}, NONE, 0x92, ITEMTYPE_ITEM); +//Generic Items + itemTable[RECOVERY_HEART] = Item(false, false, &noVariable, Text{"Recovery Heart", "Cœur d'énergie", "Corazón", }, RECOVERY_HEART, (u32)GetItemID::GI_RECOVERY_HEART_SINGLE, ITEMTYPE_ITEM); + itemTable[GREEN_RUPEE] = Item(false, false, &noVariable, Text{"Green Rupee", "Rubis vert", "Rupia verde", }, GREEN_RUPEE, (u32)GetItemID::GI_RUPEE_GREEN, ITEMTYPE_ITEM); + itemTable[BLUE_RUPEE] = Item(false, false, &noVariable, Text{"Blue Rupee", "Rubis bleu", "Rupia azul", }, BLUE_RUPEE, (u32)GetItemID::GI_RUPEE_BLUE, ITEMTYPE_ITEM); + itemTable[RED_RUPEE] = Item(false, false, &noVariable, Text{"Red Rupee", "Rubis rouge", "Rupia roja", }, RED_RUPEE, (u32)GetItemID::GI_RUPEE_RED, ITEMTYPE_ITEM); + itemTable[PURPLE_RUPEE] = Item(false, false, &noVariable, Text{"Purple Rupee", "Rubis pourpre", "Rupia morada", }, PURPLE_RUPEE, (u32)GetItemID::GI_RUPEE_PURPLE, ITEMTYPE_ITEM); + itemTable[HUGE_RUPEE] = Item(false, false, &noVariable, Text{"Huge Rupee", "Énorme rubis", "Rupia gigante", }, HUGE_RUPEE, (u32)GetItemID::GI_RUPEE_GOLD, ITEMTYPE_ITEM); + itemTable[SILVER_RUPEE] = Item(false, false, &noVariable, Text{"Silver Rupee", "rubis d'argent", "Rupia de plata", }, SILVER_RUPEE, (u32)GetItemID::GI_RUPEE_SILVER, ITEMTYPE_ITEM); + itemTable[PIECE_OF_HEART] = Item(true, false, &PiecesOfHeart, Text{"Piece of Heart", "Quart de cœur", "Pieza de corazón", }, PIECE_OF_HEART, (u32)GetItemID::GI_HEART_PIECE, ITEMTYPE_ITEM); + itemTable[HEART_CONTAINER] = Item(true, false, &HeartContainers, Text{"Heart Container", "Réceptacle de cœur", "Contenedor de corazón", }, HEART_CONTAINER, (u32)GetItemID::GI_HEART_CONTAINER, ITEMTYPE_ITEM); + itemTable[ICE_TRAP] = Item(false, false, &noVariable, Text{"Ice Trap", "Piège de glace", "Trampa de hielo", }, ICE_TRAP, 0x12, ITEMTYPE_ITEM); + itemTable[MILK] = Item(false, false, &HasBottle, Text{"Milk", "Lait", "Leche Lon Lon", }, NONE, 0x92, ITEMTYPE_ITEM); + +//Refills + itemTable[BOMBS_5] = Item(false, false, &noVariable, Text{"Bombs (5)", "Bombes (5)", "Bombas (5)", }, BOMBS_5, (u32)GetItemID::GI_BOMBS_5, ITEMTYPE_REFILL); + itemTable[BOMBS_10] = Item(false, false, &noVariable, Text{"Bombs (10)", "Bombes (10)", "Bombas (10)", }, BOMBS_10, (u32)GetItemID::GI_BOMBS_10, ITEMTYPE_REFILL); + itemTable[BOMBS_20] = Item(false, false, &noVariable, Text{"Bombs (20)", "Bombes (20)", "Bombas (20)", }, BOMBS_20, (u32)GetItemID::GI_BOMBS_20, ITEMTYPE_REFILL); + itemTable[BOMBCHU_5] = Item(false, false, &noVariable, Text{"Bombchu (5)", "Bombchus (5)", "Bombchus (5)", }, BOMBCHU_5, (u32)GetItemID::GI_BOMBCHUS_5, ITEMTYPE_REFILL); + itemTable[BOMBCHU_10] = Item(false, false, &noVariable, Text{"Bombchu (10)", "Bombchus (10)", "Bombchus (10)", }, BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_REFILL); + itemTable[BOMBCHU_20] = Item(false, false, &noVariable, Text{"Bombchu (20)", "Bombchus (20)", "Bombchus (20)", }, BOMBCHU_20, (u32)GetItemID::GI_BOMBCHU_20, ITEMTYPE_REFILL); + //itemTable[BOMBCHU_DROP] = Item(false, false, &BombchuDrop, Text{"Bombchu Drop", "Bombchus", "Bombchus", }, NONE, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_DROP); + itemTable[ARROWS_10] = Item(false, false, &noVariable, Text{"Arrows (10)", "Flèches (10)", "Flechas (10)", }, ARROWS_10, 0x1E, ITEMTYPE_REFILL); + itemTable[ARROWS_30] = Item(false, false, &noVariable, Text{"Arrows (30)", "Flèches (30)", "Flechas (30)", }, ARROWS_30, 0x1F, ITEMTYPE_REFILL); + itemTable[ARROWS_40] = Item(false, false, &noVariable, Text{"Arrows (40)", "Flèches (40)", "Flechas (40)", }, ARROWS_40, 0x20, ITEMTYPE_REFILL); + itemTable[ARROWS_50] = Item(false, false, &noVariable, Text{"Arrows (50)", "Flèches (50)", "Flechas (50)", }, ARROWS_50, 0x21, ITEMTYPE_REFILL); + itemTable[DEKU_NUTS_5] = Item(false, false, &noVariable, Text{"Deku Nuts (5)", "Noix Mojo (5)", "Nueces deku (5)", }, DEKU_NUTS_5, (u32)GetItemID::GI_NUTS_5, ITEMTYPE_REFILL); + itemTable[DEKU_NUTS_10] = Item(false, false, &noVariable, Text{"Deku Nuts (10)", "Noix Mojo (10)", "Nueces deku (10)", }, DEKU_NUTS_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_REFILL); + itemTable[DEKU_STICK_1] = Item(false, false, &noVariable, Text{"Deku Stick (1)", "Bâton Mojo (1)", "Palo deku (1)", }, DEKU_STICK_1, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_REFILL); + itemTable[RED_POTION_REFILL] = Item(false, false, &noVariable, Text{"Red Potion Refill", "Potion rouge", "Recarga de poción roja", }, RED_POTION_REFILL, (u32)GetItemID::GI_POTION_RED, ITEMTYPE_REFILL); + itemTable[GREEN_POTION_REFILL] = Item(false, false, &noVariable, Text{"Green Potion Refill", "Potion verte", "Recarga de poción verde", }, GREEN_POTION_REFILL, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_REFILL); + itemTable[BLUE_POTION_REFILL] = Item(false, false, &noVariable, Text{"Blue Potion Refill", "Potion bleue", "Recarga de poción azul", }, BLUE_POTION_REFILL, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_REFILL); +//Shop Items (&logicVar = Price?) + itemTable[BUY_ARROWS_10] = Item(false, false, &noVariable, Text{"Buy Arrows (10)", "Acheter: Flèches (10)", "Comprar flechas (10)", }, BUY_ARROWS_10, (u32)GetItemID::GI_ARROWS_MEDIUM, ITEMTYPE_SHOP); + itemTable[BUY_ARROWS_30] = Item(false, false, &noVariable, Text{"Buy Arrows (30)", "Acheter: Flèches (30)", "Comprar flechas (30)", }, BUY_ARROWS_30, (u32)GetItemID::GI_ARROWS_LARGE, ITEMTYPE_SHOP); + itemTable[BUY_DEKU_NUT_10] = Item(false, false, &noVariable, Text{"Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Comprar Nueces deku (10)", }, BUY_DEKU_NUT_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_SHOP); + itemTable[BUY_DEKU_STICK_1] = Item(false, false, &noVariable, Text{"Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Comprar palos deku (1)", }, BUY_DEKU_STICK_1, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_SHOP); + itemTable[BUY_BOMBS_10] = Item(false, false, &noVariable, Text{"Buy Bombs (10)", "Acheter: Bombes (10)", "Comprar Bombas (10)", }, BUY_BOMBS_10, (u32)GetItemID::GI_BOMBS_10, ITEMTYPE_SHOP); + itemTable[BUY_RED_POTION] = Item(false, false, &noVariable, Text{"Buy Red Potion ", "Acheter: Potion rouge ", "Comprar poción roja ", }, BUY_RED_POTION, (u32)GetItemID::GI_POTION_RED, ITEMTYPE_SHOP); + itemTable[BUY_GREEN_POTION] = Item(false, false, &noVariable, Text{"Buy Green Potion", "Acheter: Potion verte", "Comprar poción verde", }, BUY_GREEN_POTION, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_SHOP); + itemTable[BUY_BLUE_POTION] = Item(false, false, &noVariable, Text{"Buy Blue Potion", "Acheter: Potion bleue", "Comprar poción azul", }, BUY_BLUE_POTION, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_SHOP); + itemTable[BUY_HEROS_SHIELD] = Item(false, false, &noVariable, Text{"Buy Hero's Shield", "Acheter: Bouclier Hylien", "Comprar escudo hyliano", }, BUY_HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_SHOP); + itemTable[BUY_BOMBCHU_10] = Item(false, false, &noVariable, Text{"Buy Bombchu (10)", "Acheter: Bombchus (10)", "Comprar bombchus (10)", }, BUY_BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_SHOP); + itemTable[SOLD_OUT] = Item(false, false, &noVariable, Text{"Sold Out", "Vendu", "Vendido", }, SOLD_OUT, (u32)GetItemID::GI_NONE, ITEMTYPE_SHOP); + itemTable[BUY_FAIRYS_SPIRIT] = Item(false, false, &noVariable, Text{"Buy Fairy's Spirit", "Acheter: Fée", "Comprar hada", }, BUY_FAIRYS_SPIRIT, (u32)GetItemID::GI_FAIRY, ITEMTYPE_SHOP); + itemTable[BUY_MAGIC_BEAN] = Item(false, false, &noVariable, Text{"Buy Magic Bean", "Buy Magic Bean", "Buy Magic Bean", }, BUY_MAGIC_BEAN, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_SHOP); +//Progressive Items + itemTable[PROGRESSIVE_SWORD] = Item(true, false, &ProgressiveSword, Text{"Progressive Sword", "Lame (prog.)", "Espada progresivo", }, PROGRESSIVE_SWORD, 0x4A, ITEMTYPE_ITEM); + itemTable[PROGRESSIVE_BOMB_BAG] = Item(true, false, &ProgressiveBombBag, Text{"Progressive Bomb Bag", "Sac de bombes (prog.)", "Saco de bombas progresivo", }, PROGRESSIVE_BOMB_BAG, 0x46, ITEMTYPE_ITEM); + itemTable[PROGRESSIVE_BOW] = Item(true, false, &ProgressiveBow, Text{"Progressive Bow", "Arc (prog.)", "Arco progresivo", }, PROGRESSIVE_BOW, 0x47, ITEMTYPE_ITEM); + itemTable[PROGRESSIVE_WALLET] = Item(true, false, &ProgressiveWallet, Text{"Progressive Wallet", "Bourse (prog.)", "Bolsa de rupias progresiva", }, PROGRESSIVE_WALLET, 0x48, ITEMTYPE_ITEM); + itemTable[PROGRESSIVE_MAGIC_METER] = Item(true, false, &ProgressiveMagic, Text{"Progressive Magic Meter", "Jauge de magie (prog.)", "Poder mágico progresivo", }, PROGRESSIVE_MAGIC_METER, 0x49, ITEMTYPE_GFAIRY); + + itemTable[MAJORAS_MASK] = Item(true, false, &noVariable, Text{"Majora's Mask", "Majora's Mask", "Majora's Mask", }, MAJORAS_MASK, (u32)GetItemID::GI_ERROR_NOTHING_40, ITEMTYPE_EVENT); + itemTable[HINT] = Item(true, true, &noVariable, Text{"Hint", "Indice", "Pista", }, HINT, (u32)GetItemID::GI_ERROR_NOTHING_40, ITEMTYPE_EVENT); - //Refills - itemTable[BOMBS_5] = Item(false, false, &noVariable, Text{"Bombs (5)", "Bombes (5)", "Bombas (5)" }, BOMBS_5, (u32)GetItemID::GI_BOMBS_5, ITEMTYPE_REFILL); - itemTable[BOMBS_10] = Item(false, false, &noVariable, Text{"Bombs (10)", "Bombes (10)", "Bombas (10)" }, BOMBS_10, (u32)GetItemID::GI_BOMBS_10, ITEMTYPE_REFILL); - itemTable[BOMBS_20] = Item(false, false, &noVariable, Text{"Bombs (20)", "Bombes (20)", "Bombas (20)" }, BOMBS_20, (u32)GetItemID::GI_BOMBS_20, ITEMTYPE_REFILL); - itemTable[BOMBCHU_5] = Item(false, false, &noVariable, Text{"Bombchu (5)", "Bombchus (5)", "Bombchus (5)" }, BOMBCHU_5, (u32)GetItemID::GI_BOMBCHUS_5, ITEMTYPE_REFILL); - itemTable[BOMBCHU_10] = Item(false, false, &noVariable, Text{"Bombchu (10)", "Bombchus (10)", "Bombchus (10)" }, BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_REFILL); - itemTable[BOMBCHU_20] = Item(false, false, &noVariable, Text{"Bombchu (20)", "Bombchus (20)", "Bombchus (20)" }, BOMBCHU_20, (u32)GetItemID::GI_BOMBCHU_20, ITEMTYPE_REFILL); - //itemTable[BOMBCHU_DROP] = Item(Text{ "Bombchu Drop", "Bombchus", "Bombchus" }, ITEMTYPE_DROP, GI_BOMBCHUS_10, true, &BombchuDrop, NONE, true, ); - itemTable[ARROWS_10] = Item(false, false, &noVariable, Text{"Arrows (10)", "Flèches (10)", "Flechas (10)" }, ARROWS_10, 0x1E, ITEMTYPE_REFILL); - itemTable[ARROWS_30] = Item(false, false, &noVariable, Text{"Arrows (30)", "Flèches (30)", "Flechas (30)" }, ARROWS_30, 0x1F, ITEMTYPE_REFILL); - itemTable[ARROWS_40] = Item(false, false, &noVariable, Text{"Arrows (40)", "Flèches (40)", "Flechas (40)" }, ARROWS_40, 0x20, ITEMTYPE_REFILL); - itemTable[ARROWS_50] = Item(false, false, &noVariable, Text{"Arrows (50)", "Flèches (50)", "Flechas (50)" }, ARROWS_50, 0x21, ITEMTYPE_REFILL); - itemTable[DEKU_NUTS_5] = Item(false, false, &noVariable, Text{"Deku Nuts (5)", "Noix Mojo (5)", "Nueces deku (5)" }, DEKU_NUTS_5, (u32)GetItemID::GI_NUTS_5, ITEMTYPE_REFILL); - itemTable[DEKU_NUTS_10] = Item(false, false, &noVariable, Text{"Deku Nuts (10)", "Noix Mojo (10)", "Nueces deku (10)" }, DEKU_NUTS_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_REFILL); - itemTable[DEKU_STICK_1] = Item(false, false, &noVariable, Text{"Deku Stick (1)", "Bâton Mojo (1)", "Palo deku (1)" }, DEKU_STICK_1, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_REFILL); - itemTable[RED_POTION_REFILL] = Item(false, false, &noVariable, Text{"Red Potion Refill", "Potion rouge", "Recarga de poción roja" }, RED_POTION_REFILL, (u32)GetItemID::GI_POTION_RED, ITEMTYPE_REFILL); - itemTable[GREEN_POTION_REFILL] = Item(false, false, &noVariable, Text{"Green Potion Refill", "Potion verte", "Recarga de poción verde" }, GREEN_POTION_REFILL, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_REFILL); - itemTable[BLUE_POTION_REFILL] = Item(false, false, &noVariable, Text{"Blue Potion Refill", "Potion bleue", "Recarga de poción azul" }, BLUE_POTION_REFILL, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_REFILL); - //Shop Items Repeatable price - itemTable[BUY_ARROWS_10] = Item(false, false, &noVariable, Text{"Buy Arrows (10)", "Acheter: Flèches (10)", "Comprar flechas (10)"}, BUY_ARROWS_10, (u32)GetItemID::GI_ARROWS_MEDIUM, ITEMTYPE_SHOP); - itemTable[BUY_ARROWS_30] = Item(false, false, &noVariable, Text{"Buy Arrows (30)", "Acheter: Flèches (30)", "Comprar flechas (30)"}, BUY_ARROWS_30, (u32)GetItemID::GI_ARROWS_LARGE, ITEMTYPE_SHOP); - itemTable[BUY_DEKU_NUT_10] = Item(false, false, &noVariable, Text{"Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Comprar Nueces deku (10)"}, BUY_DEKU_NUT_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_SHOP); - itemTable[BUY_DEKU_STICK_1] = Item(false, false, &noVariable, Text{"Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Comprar palos deku (1)"}, BUY_DEKU_STICK_1, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_SHOP); - itemTable[BUY_BOMBS_10] = Item(false, false, &noVariable, Text{"Buy Bombs (10)", "Acheter: Bombes (10)", "Comprar Bombas (10)"}, BUY_BOMBS_10, (u32)GetItemID::GI_BOMBS_10, ITEMTYPE_SHOP); - itemTable[BUY_RED_POTION] = Item(false, false, &noVariable, Text{"Buy Red Potion ", "Acheter: Potion rouge ", "Comprar poción roja "}, BUY_RED_POTION, (u32)GetItemID::GI_POTION_RED, ITEMTYPE_SHOP); - itemTable[BUY_GREEN_POTION] = Item(false, false, &noVariable, Text{"Buy Green Potion", "Acheter: Potion verte", "Comprar poción verde"}, BUY_GREEN_POTION, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_SHOP); - itemTable[BUY_BLUE_POTION] = Item(false, false, &noVariable, Text{"Buy Blue Potion", "Acheter: Potion bleue", "Comprar poción azul"}, BUY_BLUE_POTION, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_SHOP); - itemTable[BUY_HEROS_SHIELD] = Item(false, false, &noVariable, Text{"Buy Hero's Shield", "Acheter: Bouclier Hylien", "Comprar escudo hyliano"}, BUY_HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_SHOP); - itemTable[BUY_BOMBCHU_10] = Item(false, false, &noVariable, Text{"Buy Bombchu (10)", "Acheter: Bombchus (10)", "Comprar bombchus (10)"}, BUY_BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_SHOP); - itemTable[SOLD_OUT] = Item(false, false, &noVariable, Text{"Sold Out", "Vendu", "Vendido"}, SOLD_OUT, (u32)GetItemID::GI_NONE, ITEMTYPE_SHOP); - itemTable[BUY_FAIRYS_SPIRIT] = Item(false, false, &noVariable, Text{"Buy Fairy's Spirit", "Acheter: Fée", "Comprar hada"}, BUY_FAIRYS_SPIRIT, (u32)GetItemID::GI_FAIRY, ITEMTYPE_SHOP); - itemTable[BUY_MAGIC_BEAN] = Item(false, false, &noVariable, Text{"Buy Magic Bean", "Buy Magic Bean", "Buy Magic Bean"}, BUY_MAGIC_BEAN, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_SHOP); - //Progressive Items - itemTable[PROGRESSIVE_SWORD] = Item(true, false, &ProgressiveSword, Text{"Progressive Sword", "Lame (prog.)", "Espada progresivo" }, PROGRESSIVE_SWORD, 0x4A, ITEMTYPE_ITEM); - itemTable[PROGRESSIVE_BOMB_BAG] = Item(true, false, &ProgressiveBombBag, Text{"Progressive Bomb Bag", "Sac de bombes (prog.)", "Saco de bombas progresivo" }, PROGRESSIVE_BOMB_BAG, 0x46, ITEMTYPE_ITEM); - itemTable[PROGRESSIVE_BOW] = Item(true, false, &ProgressiveBow, Text{"Progressive Bow", "Arc (prog.)", "Arco progresivo" }, PROGRESSIVE_BOW, 0x47, ITEMTYPE_ITEM); - itemTable[PROGRESSIVE_WALLET] = Item(true, false, &ProgressiveWallet, Text{"Progressive Wallet", "Bourse (prog.)", "Bolsa de rupias progresiva" }, PROGRESSIVE_WALLET, 0x48, ITEMTYPE_ITEM); - itemTable[PROGRESSIVE_MAGIC_METER] = Item(true, false, &ProgressiveMagic, Text{"Progressive Magic Meter", "Jauge de magie (prog.)", "Poder mágico progresivo" }, PROGRESSIVE_MAGIC_METER, 0x49, ITEMTYPE_GFAIRY); + //itemTable[PROGRESSIVE_BOMBCHUS] = Item(true, false, &Bombchus, Text{"Progressive Bombchu", "Bombchus (prog.)", "Bombchus progresivos", }, PROGRESSIVE_BOMBCHUS, 0x89, ITEMTYPE_ITEM); + //itemTable[PROGRESSIVE_NUT_UPGRADE] = Item(false, false, &noVariable, Text{"Progressive Nut Capacity", "Capacité de noix (prog.)", "Capacidad de nueces deku progresiva", }, PROGRESSIVE_NUT_UPGRADE, 0x87, ITEMTYPE_ITEM); + //itemTable[PROGRESSIVE_STICK_UPGRADE] = Item(false, false, &noVariable, Text{"Progressive Stick Capacity", "Capacité de bâtons (prog.)", "Capacidad de palos deku progresiva", }, PROGRESSIVE_STICK_UPGRADE, 0x88, ITEMTYPE_ITEM); - itemTable[MAJORAS_MASK] = Item(true, false, &noVariable, Text{"Majora's Mask", "Majora's Mask", "Majora's Mask" }, MAJORAS_MASK, (u32)GetItemID::GI_ERROR_NOTHING_40, ITEMTYPE_EVENT); - itemTable[HINT] = Item(true, true, &noVariable, Text{"Hint", "Indice", "Pista" }, HINT, (u32)GetItemID::GI_ERROR_NOTHING_40, ITEMTYPE_EVENT); - - //itemTable[PROGRESSIVE_BOMBCHUS] = Item(Text{ "Progressive Bombchu", "Bombchus (prog.)", "Bombchus progresivos" }, ITEMTYPE_ITEM, 0x89, true, &Bombchus, PROGRESSIVE_BOMBCHUS, false, ); - // itemTable[PROGRESSIVE_NUT_UPGRADE] = Item(Text{"Progressive Nut Capacity", "Capacité de noix (prog.)", "Capacidad de nueces deku progresiva"}, ITEMTYPE_ITEM, 0x87, false, &noVariable, PROGRESSIVE_NUT_UPGRADE, false,); - // itemTable[PROGRESSIVE_STICK_UPGRADE] = Item(Text{"Progressive Stick Capacity", "Capacité de bâtons (prog.)", "Capacidad de palos deku progresiva"}, ITEMTYPE_ITEM, 0x88, false, &noVariable, PROGRESSIVE_STICK_UPGRADE, false,); - }; From 509797efc403785382512460fdaa257018476552 Mon Sep 17 00:00:00 2001 From: pizza1398 <259104093+pizza1398@users.noreply.github.com> Date: Sun, 22 Mar 2026 13:37:34 +0100 Subject: [PATCH 2/4] Update French and Spanish hints --- source/hint_list.cpp | 1969 +++++++++++++++++++++--------------------- source/hints.cpp | 18 +- source/item_list.cpp | 252 +++--- 3 files changed, 1119 insertions(+), 1120 deletions(-) diff --git a/source/hint_list.cpp b/source/hint_list.cpp index 0fbf575..8b67a66 100644 --- a/source/hint_list.cpp +++ b/source/hint_list.cpp @@ -11,832 +11,832 @@ void HintTable_Init() { /*-------------------------- | GENERAL TEXT | --------------------------*/ - hintTable[NONE] = HintText::Exclude({Text{"No Hint", "**FRENCH**", "**SPANISH**"}}); + hintTable[NONE] = HintText::Exclude({Text{"No Hint", "INDICE MANQUANT", ""}}); hintTable[PREFIX] = HintText::Exclude({Text{"They say that ", "Selon moi, ", "Según dicen, "}}); - hintTable[WAY_OF_THE_HERO] = HintText::Exclude({Text{" is on the way of the hero.", " est sur le chemin du héros.", " conduce a la senda del héroe."}}); + hintTable[WAY_OF_THE_HERO] = HintText::Exclude({Text{" is on the way of the hero.", " est sur le chemin du héros.", " está en la senda del héroe."}}); hintTable[PLUNDERING] = HintText::Exclude({Text{"plundering ", "explorer ", "inspeccionar "}}); - hintTable[FOOLISH] = HintText::Exclude({Text{" is a foolish choice.", " est futile.", " no es una sabia decisión."}}); - hintTable[CAN_BE_FOUND_AT] = HintText::Exclude({Text{"can be found at", "se trouve dans", "aguarda en"}}); - hintTable[HOARDS] = HintText::Exclude({Text{"hoards", "recèle", "acapara"}}); + hintTable[FOOLISH] = HintText::Exclude({Text{" is a foolish choice.", " est futile.", " es una mala decisión."}}); + hintTable[CAN_BE_FOUND_AT] = HintText::Exclude({Text{"can be found at", "se trouve dans", "se encuentra en"}}); + hintTable[HOARDS] = HintText::Exclude({Text{"hoards", "recèle", "atesora"}}); //hintTable[ITEM] = HintText::Item({Text{"English", "French", "Spanish"}}); /*-------------------------- | ITEM HINTS | --------------------------*/ + hintTable[KOKIRI_SWORD] = HintText::Item({ //obscure - Text{"a forest blade", "**FRENCH**", "**SPANISH**"} + Text{"a forest blade", "une lame sylvestre", "acero del bosque"} }, //clear - Text{"the Kokiri Sword", "**FRENCH**", "**SPANISH**"} + Text{"the Kokiri Sword", "l'épée Kokiri", "la Espada Kokiri"} ); hintTable[RAZOR_SWORD] = HintText::Item({ //obscure - Text{"a sharp blade", "**FRENCH**", "**SPANISH**"} + Text{"a sharp blade", "une lame aiguisée", "acero tajante"} }, //clear - Text{"the Razor Sword", "**FRENCH**", "**SPANISH**"} + Text{"the Razor Sword", "la lame rasoir", "la Espada Afilada"} ); hintTable[GILDED_SWORD] = HintText::Item({ //obscure - Text{"a very sharp blade", "**FRENCH**", "**SPANISH**"} + Text{"a very sharp blade", "une lame aiguisée deux fois", "acero súper tajante"} }, //clear - Text{"the Gilded Sword", "**FRENCH**", "**SPANISH**"} + Text{"the Gilded Sword", "la lame dorée", "la Espada de Esmeril"} ); hintTable[GREAT_FAIRYS_SWORD] = HintText::Item({ //obscure - Text{"A powerful fairy blade", "**FRENCH**", "**SPANISH**"} + Text{"A powerful fairy blade", "une lame féerique", "el poderoso acero de las hadas"} }, //clear - Text{"the Great Fairy's Sword", "**FRENCH**", "**SPANISH**"} + Text{"the Great Fairy's Sword", "l'épée de la grande fée", "la Espada de la Gran Hada", "", "la grande épée des fées", ""} ); hintTable[HEROS_SHIELD] = HintText::Item({ //obscure - Text{"a basic shield", "**FRENCH**", "**SPANISH**"} + Text{"a basic shield", "un bouclier basique", "un blasón básico"} }, //clear - Text{"a Hero's Shield", "**FRENCH**", "**SPANISH**"} + Text{"a Hero's Shield", "le bouclier du Héros", "el Escudo del Héroe"} ); hintTable[MIRROR_SHIELD] = HintText::Item({ //obscure - Text{"a reflective shield", "**FRENCH**", "**SPANISH**"} + Text{"a reflective shield", "un bouclier réfléchissant", "un blasón lustroso"} }, //clear - Text{"the Mirror Shield", "**FRENCH**", "**SPANISH**"} + Text{"the Mirror Shield", "le bouclier miroir", "el Escudo Espejo"} ); hintTable[DEKU_STICK] = HintText::Item({ //obscure - Text{"a flammable weapon", "**FRENCH**", "**SPANISH**"} + Text{"a flammable weapon", "une arme inflammable", "un arma flamable"} }, //clear - Text{"a Deku Stick", "**FRENCH**", "**SPANISH**"} + Text{"a Deku Stick", "un bâton mojo", "un palo Deku"} ); hintTable[LAND_TITLE] = HintText::Item({ //obscure - Text{"a property deal", "**FRENCH**", "**SPANISH**"} + Text{"a property deal", "un accord immobilier", "una escritura de propiedad"} }, //clear - Text{"a Land Title Deed", "**FRENCH**", "**SPANISH**"} + Text{"a Land Title Deed", "un titre de terre", "una Escritura de propiedad de la Ciudad"} ); hintTable[SWAMP_TITLE] = HintText::Item({ //obscure - Text{"a property deal", "**FRENCH**", "**SPANISH**"} + Text{"a property deal", "un accord immobilier", "una escritura de propiedad"} }, //clear - Text{"a Swamp Title Deed", "**FRENCH**", "**SPANISH**"} + Text{"a Swamp Title Deed", "un titre de marais", "una Escritura de propiedad del Pantano"} ); hintTable[MOUNTAIN_TITLE] = HintText::Item({ //obscure - Text{"a property deal", "**FRENCH**", "**SPANISH**"} + Text{"a property deal", "un accord immobilier", "una escritura de propiedad"} }, //clear - Text{"a Mountain Title Deed", "**FRENCH**", "**SPANISH**"} + Text{"a Mountain Title Deed", "un titre de montagne", "una Escritura de propiedad de la Montañaa"} ); hintTable[OCEAN_TITLE] = HintText::Item({ //obscure - Text{"a property deal", "**FRENCH**", "**SPANISH**"} + Text{"a property deal", "un accord immobilier", "una escritura de propiedad"} }, //clear - Text{"an Ocean Title Deed", "**FRENCH**", "**SPANISH**"} + Text{"an Ocean Title Deed", "un titre d'océan", "una Escritura de propiedad del Océano"} ); hintTable[BOMBERS_NOTEBOOK] = HintText::Item({ //obscure - Text{"a handy notepad", "**FRENCH**", "**SPANISH**"} + Text{"a handy notepad", "un cahier pratique", "una útil libreta"} }, //clear - Text{"the Bombers' Notebook", "**FRENCH**", "**SPANISH**"} + Text{"the Bombers' Notebook", "le carnet des Bombers", "el Cuaderno de los Bomber", "", "le journal des Bombers", ""} ); hintTable[ROOM_KEY] = HintText::Item({ //obscure - Text{"a hotel door opener", "**FRENCH**", "**SPANISH**"} + Text{"a hotel door opener", "un croche-porte hôtelier", "una llave de hotel"} }, //clear - Text{"a Room Key", "**FRENCH**", "**SPANISH**"} + Text{"a Room Key", "une clé de chambre", "una Llave del cuarto"} ); hintTable[LETTER_KAFEI] = HintText::Item({ //obscure - Text{"a lover's letter", "**FRENCH**", "**SPANISH**"} + Text{"a lover's letter", "une lettre de dulcinée", "una carta de un amante"} }, //clear - Text{"the Letter to Kafei", "**FRENCH**", "**SPANISH**"} + Text{"the Letter to Kafei", "la lettre pour Kafei", "la Carta a Kafei"} ); hintTable[PENDANT_MEMORIES] = HintText::Item({ //obscure - Text{"a cherished necklace", "**FRENCH**", "**SPANISH**"} + Text{"a cherished necklace", "un collier chéri", "un preciado collar"} }, //clear - Text{"the Pendant of Memories", "**FRENCH**", "**SPANISH**"} + Text{"the Pendant of Memories", "le pendentif des amoureux", "el Colgante de recuerdos"} ); hintTable[LETTER_MAMA] = HintText::Item({ //obscure - Text{"A special delivery", "**FRENCH**", "**SPANISH**"} + Text{"A special delivery", "une livraison spéciale", "una entrega especial"} }, //clear - Text{"the Letter to Mama", "**FRENCH**", "**SPANISH**"} + Text{"the Letter to Mama", "la lettre express pour Maman", "la Entrega especial a mamá", "", "la lettre express pour maman", ""} ); hintTable[MOONS_TEAR] = HintText::Item({ //obscure - Text{"a lunar teardrop", "**FRENCH**", "**SPANISH**"} + Text{"a lunar teardrop", "un suintement lunaire", "una gota astral"} }, //clear - Text{"a Moon's Tear", "**FRENCH**", "**SPANISH**"} + Text{"a Moon's Tear", "une larme de lune", "la Lágrima de luna"} ); hintTable[SPIN_ATTACK] = HintText::Item({ //obscure - Text{"a magic attack", "**FRENCH**", "**SPANISH**"} + Text{"a magic attack", "un cercle agrandi", "un ataque mágico"} }, //clear - Text{"the mastered Spin Attack", "**FRENCH**", "**SPANISH**"} + Text{"the mastered Spin Attack", "l'attaque circulaire perfectionnée", "el Ataque giratorio"} ); hintTable[LENS_OF_TRUTH] = HintText::Item({ //obscure - Text{"a lie detector", "**FRENCH**", "**SPANISH**"} + Text{"a lie detector", "un perce-mensonge", "un detector de mentiras"} }, //clear - Text{"the Lens of Truth", "**FRENCH**", "**SPANISH**"} + Text{"the Lens of Truth", "la loupe de vérité", "la Lupa de la Verdad", "", "le monocle de vérité", ""} ); hintTable[HEROS_BOW] = HintText::Item({ //obscure - Text{"a bow", "**FRENCH**", "**SPANISH**"} + Text{"a bow", "un bâton affublé d'une corde", "un lanzador de dardos"} }, //clear - Text{"the Hero's Bow", "**FRENCH**", "**SPANISH**"} + Text{"the Hero's Bow", "l'arc du Héros", "el Arco del héroe"} ); hintTable[FIRE_ARROWS] = HintText::Item({ //obscure - Text{"the power of fire", "**FRENCH**", "**SPANISH**"} + Text{"the power of fire", "la pyromanie", "el poder del fuego"} }, //clear - Text{"the Fire Arrow", "**FRENCH**", "**SPANISH**"} + Text{"the Fire Arrow", "la flèche de feu", "la Flecha de fuego"} ); hintTable[ICE_ARROWS] = HintText::Item({ //obscure - Text{"the power of ice", "**FRENCH**", "**SPANISH**"} + Text{"the power of ice", "une pompe à chaleur", "el poder del hielo"} }, //clear - Text{"the Ice Arrow", "**FRENCH**", "**SPANISH**"} + Text{"the Ice Arrow", "la flèche de glace", "la Flecha de hielo"} ); hintTable[LIGHT_ARROWS] = HintText::Item({ //obscure - Text{"the power of light", "**FRENCH**", "**SPANISH**"} + Text{"the power of light", "la lumière", "el poder de la luz"} }, //clear - Text{"the Light Arrow", "**FRENCH**", "**SPANISH**"} + Text{"the Light Arrow", "la flèche de lumière", "la Flecha de luz"} ); hintTable[HOOKSHOT] = HintText::Item({ //obscure - Text{"a chain and grapple", "**FRENCH**", "**SPANISH**"} + Text{"a chain and grapple", "une force de traction", "una cadena con pico"} }, //clear - Text{"the Hookshot", "**FRENCH**", "**SPANISH**"} + Text{"the Hookshot", "le grappin", "el Gancho"} ); hintTable[MAGIC_BEAN] = HintText::Item({ //obscure - Text{"a plant seed", "**FRENCH**", "**SPANISH**"} + Text{"a plant seed", "un plancher en devenir", "una semilla peculiar"} }, //clear - Text{"a Magic Bean", "**FRENCH**", "**SPANISH**"} + Text{"a Magic Bean", "un haricot magique", "una habichuela mágica"} ); hintTable[MAGIC_BEAN_PACK] = HintText::Item({ //obscure - Text{"multiple plant seeds", "**FRENCH**", "**SPANISH**"} + Text{"multiple plant seeds", "un sac de munitions de jardin", "varias semillas peculiares"} }, //clear - Text{"a pack of Magic Beans", "**FRENCH**", "**SPANISH**"} + Text{"a pack of Magic Beans", "un paquet de haricots magiques", "un lote de habichuelas mágicas"} ); hintTable[DOUBLE_DEFENSE] = HintText::Item({ //obscure - Text{"magical defence", "**FRENCH**", "**SPANISH**"} + Text{"magical defence", "la peau dure", "defensa mágica"} }, //clear - Text{"Double Defense", "**FRENCH**", "**SPANISH**"} + Text{"Double Defense", "la résistance double", "Poder defensivo doble"} ); hintTable[OCARINA_OF_TIME] = HintText::Item({ //obscure - Text{"a musical instrument", "**FRENCH**", "**SPANISH**"} + Text{"a musical instrument", "un instrument de musique", ""} }, //clear - Text{"the Ocarina of Time", "**FRENCH**", "**SPANISH**"} + Text{"the Ocarina of Time", "l'ocarina du temps", ""} ); hintTable[PICTOGRAPH_BOX] = HintText::Item({ //obscure - Text{"a capture device", "**FRENCH**", "**SPANISH**"} + Text{"a capture device", "une chambre obscure", "un dispositivo de capturas"} }, //clear - Text{"the Picto Box", "**FRENCH**", "**SPANISH**"} + Text{"the Picto Box", "la boîte à image", "la Caja Luminográfica"} ); hintTable[POWDER_KEG] = HintText::Item({ //obscure - Text{"an explosive barrel", "**FRENCH**", "**SPANISH**"} + Text{"an explosive barrel", "un baril explosif", "un barril explosivo"} }, //clear - Text{"a Powder Keg", "**FRENCH**", "**SPANISH**"} + Text{"a Powder Keg", "un baril de poudre", "el Barril de Pólvora"} ); hintTable[KEATON_MASK] = HintText::Item({ //obscure - Text{"a popular mask", "**FRENCH**", "**SPANISH**"} + Text{"a popular mask", "un masque populaire", "una máscara popular"} }, //clear - Text{"the Keaton Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Keaton Mask", "le masque de keaton", "la Máscara keaton", "", "le masque de renard", ""} ); hintTable[BUNNY_HOOD] = HintText::Item({ //obscure - Text{"the ears of the wild", "**FRENCH**", "**SPANISH**"} + Text{"the ears of the wild", "des zoulies noreilles toutes duveteuses", "las orejas salvajes"} }, //clear - Text{"the Bunny Hood", "**FRENCH**", "**SPANISH**"} + Text{"the Bunny Hood", "la capuchon de lapin", "la Capucha de conejo", "", "le masque de lapin", ""} ); hintTable[GORON_MASK] = HintText::Item({ //obscure - Text{"a mountain spirit", "**FRENCH**", "**SPANISH**"} + Text{"a mountain spirit", "une âme montagnarde", "un espíritu de la montaña"} }, //clear - Text{"the Goron Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Goron Mask", "le masque goron", "la Máscara Goron"} ); hintTable[ZORA_MASK] = HintText::Item({ //obscure - Text{"an ocean spirit", "**FRENCH**", "**SPANISH**"} + Text{"an ocean spirit", "une âme musicienne", "un espíritu del océano"} }, //clear - Text{"the Zora Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Zora Mask", "le masque zora", "la Máscara Zora"} ); hintTable[DEKU_MASK] = HintText::Item({ //obscure - Text{"a forest spirit", "**FRENCH**", "**SPANISH**"} + Text{"a forest spirit", "une âme sylvestre", "un espíritu del bosque"} }, //clear - Text{"the Deku Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Deku Mask", "le masque mojo", "la Máscara Deku"} ); hintTable[POSTMANS_HAT] = HintText::Item({ //obscure - Text{"a hard worker's hat", "**FRENCH**", "**SPANISH**"} + Text{"a hard worker's hat", "l'uniforme d'un homme pressé", "el gorro de un trabajador dedicado"} }, //clear - Text{"the Postman's Hat", "**FRENCH**", "**SPANISH**"} + Text{"the Postman's Hat", "la casquette du facteur", "la Gorra de cartero"} ); hintTable[ALL_NIGHT_MASK] = HintText::Item({ //obscure - Text{"insomnia", "**FRENCH**", "**SPANISH**"} + Text{"insomnia", "un crise d'insomnie", "el insomnio"} }, //clear - Text{"the All-Night Mask", "**FRENCH**", "**SPANISH**"} + Text{"the All-Night Mask", "le masque de la nuit blanche", "la Máscara para trasnochar"} ); hintTable[BLAST_MASK] = HintText::Item({ //obscure - Text{"a dangerous mask", "**FRENCH**", "**SPANISH**"} + Text{"a dangerous mask", "un masque dangereux", "una máscara peligrosa"} }, //clear - Text{"the Blast Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Blast Mask", "le masque explosif", "la Máscara explosiva", "", "le masque d'explosion", ""} ); hintTable[STONE_MASK] = HintText::Item({ //obscure - Text{"inconspicousness", "**FRENCH**", "**SPANISH**"} + Text{"inconspicousness", "la discrétion", "discreción"} }, //clear - Text{"the Stone Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Stone Mask", "le masque de pierre", "la Máscara de piedra", "", "le masque de la pierre", ""} ); hintTable[GREAT_FAIRYS_MASK] = HintText::Item({ //obscure - Text{"a friend of fairies", "**FRENCH**", "**SPANISH**"} + Text{"a friend of fairies", "un aimant à fées", "la amistad de las hadas"} }, //clear - Text{"the Great Fairy's Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Great Fairy's Mask", "le masque de la grande fée", "la Máscara de la Gran Hada", "", "le masque des grandes fées", ""} ); hintTable[BREMEN_MASK] = HintText::Item({ //obscure - Text{"a bird's mask", "**FRENCH**", "**SPANISH**"} + Text{"a bird's mask", "un bec de piaf", "una máscara aviar"} }, //clear - Text{"the Bremen Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Bremen Mask", "le masque de Brême", "la Máscara de Bremen"} ); hintTable[DON_GEROS_MASK] = HintText::Item({ //obscure - Text{"a conductor's mask", "**FRENCH**", "**SPANISH**"} + Text{"a conductor's mask", "un masque de chef d'orchestre", "la máscara de un director"} }, //clear - Text{"Don Gero's Mask", "**FRENCH**", "**SPANISH**"} + Text{"Don Gero's Mask", "le masque de Don Gero", "la Máscara de Don Gero"} ); hintTable[MASK_OF_SCENTS] = HintText::Item({ //obscure - Text{"a pig's mask", "**FRENCH**", "**SPANISH**"} + Text{"a pig's mask", "un nez sensible", "el olor a victoria"} }, //clear - Text{"the Mask of Scents", "**FRENCH**", "**SPANISH**"} + Text{"the Mask of Scents", "le masque des parfums", "la Máscara de aromas"} ); hintTable[ROMANIS_MASK] = HintText::Item({ //obscure - Text{"a cow's mask", "**FRENCH**", "**SPANISH**"} + Text{"a cow's mask", "une carte de membre", "una prueba de madurez"} }, //clear - Text{"Romani's Mask", "**FRENCH**", "**SPANISH**"} + Text{"Romani's Mask", "le masque Romani", "la Máscara de Romani"} ); hintTable[CIRCUS_LEADERS_MASK] = HintText::Item({ //obscure - Text{"a mask of sadness", "**FRENCH**", "**SPANISH**"} + Text{"a mask of sadness", "un masque dégoulinant", "un símbolo de melancolía"} }, //clear - Text{"the Troupe Leader's Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Troupe Leader's Mask", "le masque du chef de la troupe", "la Máscara del jefe de la compañía"} ); hintTable[KAFEIS_MASK] = HintText::Item({ //obscure - Text{"the mask of a missing one", "**FRENCH**", "**SPANISH**"} + Text{"the mask of a missing one", "un portrait robot", "la cara de alguien extraviado"} }, //clear - Text{"Kafei's Mask", "**FRENCH**", "**SPANISH**"} + Text{"Kafei's Mask", "le masque de Kafei", "la Máscara de Kafei"} ); hintTable[COUPLES_MASK] = HintText::Item({ //obscure - Text{"the mark of a couple", "**FRENCH**", "**SPANISH**"} + Text{"the mark of a couple", "un serment d'amour", "la marca de una pareja"} }, //clear - Text{"the Couple's Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Couple's Mask", "le masque des amoureux", "la Máscara de los novios"} ); hintTable[KAMAROS_MASK] = HintText::Item({ //obscure - Text{"dance moves", "**FRENCH**", "**SPANISH**"} + Text{"dance moves", "un cours de danse", "unos buenos pasos de baile"} }, //clear - Text{"Kamaro's Mask", "**FRENCH**", "**SPANISH**"} + Text{"Kamaro's Mask", "le masque de Kamaro", "la Máscara de Kamaro"} ); hintTable[GIBDOS_MASK] = HintText::Item({ //obscure - Text{"a mask of monsters", "**FRENCH**", "**SPANISH**"} + Text{"a mask of monsters", "un visage hideux", "una fachada monstruosa"} }, //clear - Text{"the Gibdo Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Gibdo Mask", "le masque de gibdo", "la Máscara de Gibdo"} ); hintTable[GAROS_MASK] = HintText::Item({ //obscure - Text{"the mask of spies", "**FRENCH**", "**SPANISH**"} + Text{"the mask of spies", "une cagoule d'espion", "el símbolo de espionaje"} }, //clear - Text{"Garo's Mask", "**FRENCH**", "**SPANISH**"} + Text{"Garo's Mask", "la cagoule garo", "la Máscara de Garo"} ); hintTable[CAPTAINS_HAT] = HintText::Item({ //obscure - Text{"a commanding presence", "**FRENCH**", "**SPANISH**"} + Text{"a commanding presence", "l'autorité sur une armée", "una presencia imponente"} }, //clear - Text{"the Captain's Hat", "**FRENCH**", "**SPANISH**"} + Text{"the Captain's Hat", "le heaume du capitaine", "la Casco del capitán"} ); hintTable[GIANTS_MASK] = HintText::Item({ //obscure - Text{"a growth spur", "**FRENCH**", "**SPANISH**"} + Text{"a growth spur", "une poussée de croissance", "un súbito crecimiento"} }, //clear - Text{"the Giant's Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Giant's Mask", "le masque du géant", "la Máscara del gigante"} ); hintTable[FIERCE_DEITY_MASK] = HintText::Item({ //obscure - Text{"the wrath of a god", "**FRENCH**", "**SPANISH**"} + Text{"the wrath of a god", "une colère divine", "la ira divina"} }, //clear - Text{"the Fierce Deity's Mask", "**FRENCH**", "**SPANISH**"} + Text{"the Fierce Deity's Mask", "le masque du mauvais génie", "la Máscara de la Fiera Deidad", "", "le masque du Dieu Démon", ""} ); hintTable[MASK_OF_TRUTH] = HintText::Item({ //obscure - Text{"a piercing gaze", "**FRENCH**", "**SPANISH**"} + Text{"a piercing gaze", "un masque interprète", "una mirada penetrante"} }, //clear - Text{"the Mask of Truth", "**FRENCH**", "**SPANISH**"} + Text{"the Mask of Truth", "le masque de vérité", "la Máscara de la verdad"} ); hintTable[FISHING_PASS] = HintText::Item({ //obscure - Text{"a fishing pass", "**FRENCH**", "**SPANISH**"} + Text{"a fishing pass", "un papier sans utilité", "un cupón de pesca"} }, //clear - Text{"a Fishing Pass", "**FRENCH**", "**SPANISH**"} + Text{"a Fishing Pass", "un billet de pêche", "una entrada de la zona de pesca", "", "un ticket de pêche", ""} ); hintTable[ICE_TRAP] = HintText::Item({ //obscure - Text{"a frosty surprise", "**FRENCH**", "**SPANISH**"} + Text{"a frosty surprise", "un coup de froid", "una gélida sorpresa"} }, //clear - Text{"an Ice Trap", "**FRENCH**", "**SPANISH**"} + Text{"an Ice Trap", "un piège de glace", "una trampa de hielo"} ); hintTable[ZORA_EGG] = HintText::Item({ //obscure - Text{"a zora egg", "**FRENCH**", "**SPANISH**"} + Text{"a zora egg", "une progéniture dérobée", "un huevo Zora"} }, //clear - Text{"a Zora Egg", "**FRENCH**", "**SPANISH**"} + Text{"a Zora Egg", "un œuf de Zora", "un Huevo Zora"} ); //SKULLTULA TOKENS hintTable[SWAMP_SKULLTULA_TOKEN] = HintText::Item({ //obscure - Text{"a golden token", "**FRENCH**", "**SPANISH**"} + Text{"a golden token", "une fraction de malédiction", "un símbolo dorado"} }, //clear - Text{"a Swamp Skulltula Token", "**FRENCH**", "**SPANISH**"} + Text{"a Swamp Skulltula Token", "une âme de skulltula d'or des marais", "un símbolo de Skulltula del Pantano"} ); hintTable[OCEANSIDE_SKULLTULA_TOKEN] = HintText::Item({ //obscure - Text{"a golden token", "**FRENCH**", "**SPANISH**"} + Text{"a golden token", "une fraction de nettoyage", "un símbolo dorado"} }, //clear - Text{"an Oceanside Skulltula Token", "**FRENCH**", "**SPANISH**"} + Text{"an Oceanside Skulltula Token", "une âme de skulltula d'or de la côte", "un símbolo de Skulltula del Océano"} ); - //Stray Fairies hintTable[CT_STRAY_FAIRY] = HintText::Item({ //obscure - Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} + Text{"a lost fairy", "un fragment d'être", "una hada perdida"} }, //clear - Text{"the Clock Town Stray Fairy", "**FRENCH**", "**SPANISH**"} + Text{"the Clock Town Stray Fairy", "la fée égarée de Cadranbourg", "la hada extraviada de la Ciudad", "", "la fée égarée de Bourg-Clocher", ""} ); hintTable[WF_STRAY_FAIRY] = HintText::Item({ //obscure - Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} + Text{"a lost fairy", "un fragment d'être", "una hada perdida"} }, //clear - Text{"a Woodfall Stray Fairy", "**FRENCH**", "**SPANISH**"} + Text{"a Woodfall Stray Fairy", "une fée égarée du temple de Boisé-les-Cascades", "una hada extraviada del Bosque Catarata", "", "une fée égarée du temple de Bois-Cascade", ""} ); hintTable[SH_STRAY_FAIRY] = HintText::Item({ //obscure - Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} + Text{"a lost fairy", "un fragment d'être", "una hada perdida"} }, //clear - Text{"a Snowhead Stray Fairy", "**FRENCH**", "**SPANISH**"} + Text{"a Snowhead Stray Fairy", "une fée égarée du temple du Pic des neiges", "una hada extraviada del Pico Nevado", "", "une fée égarée du temple du pic des Neiges", ""} ); hintTable[GBT_STRAY_FAIRY] = HintText::Item({ //obscure - Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} + Text{"a lost fairy", "un fragment d'être", "una hada perdida"} }, //clear - Text{"a Great Bay Stray Fairy", "**FRENCH**", "**SPANISH**"} + Text{"a Great Bay Stray Fairy", "une fée égarée du temple de la Grande Baie", "una hada extraviada de la Gran Bahía"} ); hintTable[ST_STRAY_FAIRY] = HintText::Item({ //obscure - Text{"a lost fairy", "**FRENCH**", "**SPANISH**"} + Text{"a lost fairy", "un fragment d'être", "una hada perdida"} }, //clear - Text{"a Stone Tower Stray Fairy", "**FRENCH**", "**SPANISH**"} + Text{"a Stone Tower Stray Fairy", "une fée égarée du temple de la forteresse de pierre", "una hada extraviada de la Torre de Piedra"} ); //PROGRESSIVE ITEMS (unused currently) hintTable[PROGRESSIVE_SWORD] = HintText::Item({ //obscure - Text{"a progressive sword", "**FRENCH**", "**SPANISH**"} + Text{"a progressive sword", "un aiguisage", "una espada progresiva"} }, //clear - Text{"a progressive sword", "**FRENCH**", "**SPANISH**"} + Text{"a progressive sword", "une lame progressive", "una espada progresiva"} ); hintTable[PROGRESSIVE_BOMB_BAG] = HintText::Item({ //obscure - Text{"a progressive bomb bag", "**FRENCH**", "**SPANISH**"} + Text{"a progressive bomb bag", "une poche poudreuse", "un saco de bombas progresivo"} }, //clear - Text{"a progressive bomb bag", "**FRENCH**", "**SPANISH**"} + Text{"a progressive bomb bag", "un sac de bombes progressif", "un saco de bombas progresivo"} ); hintTable[PROGRESSIVE_BOW] = HintText::Item({ //obscure - Text{"a progressive bow", "**FRENCH**", "**SPANISH**"} + Text{"a progressive bow", "une capacité de tir accrue", "un arco progresivo"} }, //clear - Text{"a progressive quiver", "**FRENCH**", "**SPANISH**"} + Text{"a progressive quiver", "un carquois progressif", "un carcaj progresivo"} ); hintTable[PROGRESSIVE_WALLET] = HintText::Item({ //obscure - Text{"a progressive wallet", "**FRENCH**", "**SPANISH**"} + Text{"a progressive wallet", "du talent pour le économies", "una bolsa progresiva"} }, //clear - Text{"a progressive wallet", "**FRENCH**", "**SPANISH**"} + Text{"a progressive wallet", "une bourse progressive", "una bolsa de rupias progresiva"} ); hintTable[PROGRESSIVE_MAGIC_METER] = HintText::Item({ //obscure - Text{"progressive magic meter", "**FRENCH**", "**SPANISH**"} + Text{"progressive magic meter", "de l'endurance sorcière", "poder mágico progresivo"} }, //clear - Text{"a progressive magic power", "**FRENCH**", "**SPANISH**"} + Text{"a progressive magic power", "une amélioration d'énergie magique", "un poder mágico progresivo"} ); //PROGRESSIVE_BOMBCHUS //BOTTLE ITEMS hintTable[EMPTY_BOTTLE] = HintText::Item({ //obscure - Text{"a glass container", "**FRENCH**", "**SPANISH**"} + Text{"a glass container", "un récipient étanche", "un contenedor de cristal"} }, //clear - Text{"an Empty Bottle", "**FRENCH**", "**SPANISH**"} + Text{"an Empty Bottle", "un flacon vide", "una botella vacía"} ); hintTable[EMPTY_BOTTLE1] = HintText::Item({ //obscure - Text{"a glass container", "**FRENCH**", "**SPANISH**"} + Text{"a glass container", "un récipient étanche", "un contenedor de cristal"} }, //clear - Text{"an Empty Bottle", "**FRENCH**", "**SPANISH**"} + Text{"an Empty Bottle", "un flacon vide", "una botella vacía"} ); hintTable[EMPTY_BOTTLE2] = HintText::Item({ //obscure - Text{"a glass container", "**FRENCH**", "**SPANISH**"} + Text{"a glass container", "un récipient étanche", "un contenedor de cristal"} }, //clear - Text{"an Empty Bottle", "**FRENCH**", "**SPANISH**"} + Text{"an Empty Bottle", "un flacon vide", "una botella vacía"} ); hintTable[BOTTLE_WITH_MILK] = HintText::Item({ //obscure - Text{"a dairy product", "**FRENCH**", "**SPANISH**"} + Text{"a dairy product", "une double dose de calcium", "un producto lácteo"} }, //clear - Text{"a Milk Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Milk Bottle", "un flacon de lait", "una botella de leche"} ); hintTable[BOTTLE_WITH_RED_POTION] = HintText::Item({ //obscure - Text{"a vessel of health", "**FRENCH**", "**SPANISH**"} + Text{"a vessel of health", "la santé en bouteille", "un brebaje vital"} }, //clear - Text{"a Red Potion Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Red Potion Bottle", "un flacon de potion rouge", "una botella de poción roja"} ); hintTable[BOTTLE_WITH_GREEN_POTION] = HintText::Item({ //obscure - Text{"a magic potion", "**FRENCH**", "**SPANISH**"} + Text{"a magic potion", "de la magie à boire", "un brebaje mágico"} }, //clear - Text{"a Green Potion Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Green Potion Bottle", "un flacon de potion verte", "una botella de poción verde"} ); hintTable[BOTTLE_WITH_BLUE_POTION] = HintText::Item({ //obscure - Text{"a blue drink", "**FRENCH**", "**SPANISH**"} + Text{"a blue drink", "une boisson fongique", "un brebaje cerúleo"} }, //clear - Text{"a Blue Potion Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Blue Potion Bottle", "un flacon de potion bleue", "una botella de poción azul"} ); hintTable[BOTTLE_WITH_FAIRY] = HintText::Item({ //obscure - Text{"a fairy", "**FRENCH**", "**SPANISH**"} + Text{"a fairy", "un farfadet", "una hada"} }, //clear - Text{"a Fairy Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Fairy Bottle", "une fée en flacon", "una botella con hada"} ); hintTable[BOTTLE_WITH_FISH] = HintText::Item({ //obscure - Text{"something fresh", "**FRENCH**", "**SPANISH**"} + Text{"something fresh", "l'éclat d'argent au fond de l'eau", "algo fresco"} }, //clear - Text{"a Fish Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Fish Bottle", "un poisson en flacon", "una botella con pez"} ); hintTable[CHATEAU_ROMANI] = HintText::Item({ //obscure - Text{"an adult beverage", "**FRENCH**", "**SPANISH**"} + Text{"an adult beverage", "un breuvage adulte", "un trago para adultos"} }, //clear - Text{"a Chateau Romani Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Chateau Romani Bottle", "un flacon de Cuvée Romani", "una botella de Reserva Romani"} ); hintTable[BOTTLE_WITH_BUGS] = HintText::Item({ //obscure - Text{"an insect", "**FRENCH**", "**SPANISH**"} + Text{"an insect", "un fouisseur", "un insecto"} }, //clear - Text{"a Bug Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Bug Bottle", "un insecte en flacon", "una botella con insecto"} ); hintTable[BOTTLE_WITH_POE] = HintText::Item({ //obscure - Text{"a captured spirit", "**FRENCH**", "**SPANISH**"} + Text{"a captured spirit", "une hantise violette", "un espíritu apresado"} }, //clear - Text{"a Poe Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Poe Bottle", "un esprit en flacon", "una botella con Poe"} ); hintTable[BOTTLE_WITH_BIG_POE] = HintText::Item({ //obscure - Text{"a large captured spirit", "**FRENCH**", "**SPANISH**"} + Text{"a large captured spirit", "une flamme issue de trois", "un gran espíritu apresado"} }, //clear - Text{"a Big Poe Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Big Poe Bottle", "un grand esprit en flacon", "una botella con un Gran Poe", "", "une âme en flacon", ""} ); hintTable[BOTTLE_WITH_HOT_SPRING_WATER] = HintText::Item({ //obscure - Text{"a hot liquid", "**FRENCH**", "**SPANISH**"} + Text{"a hot liquid", "un liquide chaud", "un líquido hirviente"} }, //clear - Text{"a Hot Spring Water Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Hot Spring Water Bottle", "de l'eau de source chaude en flacon", "una botella con agua caliente de manantial"} ); hintTable[BOTTLE_WITH_SPRING_WATER] = HintText::Item({ //obscure - Text{"a fresh drink", "**FRENCH**", "**SPANISH**"} + Text{"a fresh drink", "un petit arrosage", "un líquido fresco"} }, //clear - Text{"a Spring Water Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Spring Water Bottle", "de l'eau de source en flacon", "una botella con agua de manantial"} ); hintTable[DEKU_PRINCESS] = HintText::Item({ //obscure - Text{"a princess", "**FRENCH**", "**SPANISH**"} + Text{"a princess", "du sang royal", "una princesa"} }, //clear - Text{"a Deku Princess Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Deku Princess Bottle", "la princesse mojo en flacon", "una botella con la Princesa Deku"} ); hintTable[GOLD_DUST] = HintText::Item({ //obscure - Text{"a gleaming powder", "**FRENCH**", "**SPANISH**"} + Text{"a gleaming powder", "une poudre scintillante", "un polvo brillante"} }, //clear - Text{"a Gold Dust Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Gold Dust Bottle", "de la poudre d'or en flacon", "una botella con polvo dorado"} ); hintTable[BOTTLE_WITH_ZORA_EGG] = HintText::Item({ //obscure - Text{"a lost child", "**FRENCH**", "**SPANISH**"} + Text{"a lost child", "une progéniture dérobée", "un renacuajo perdido"} }, //clear - Text{"a Zora Egg Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Zora Egg Bottle", "un œuf de Zora en flacon", "una botella con un huevo Zora"} ); hintTable[SEAHORSE] = HintText::Item({ //obscure - Text{"a sea creature", "**FRENCH**", "**SPANISH**"} + Text{"a sea creature", "une queue enroulée", "una criatura del océano"} }, //clear - Text{"a Seahorse Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Seahorse Bottle", "un hippocampe en flacon", "una botella con el caballo de mar"} ); hintTable[BOTTLE_WITH_MUSHROOM] = HintText::Item({ //obscure - Text{"a strange fungus", "**FRENCH**", "**SPANISH**"} + Text{"a strange fungus", "du mycélium", "un hongo raro"} }, //clear - Text{"a Magic Mushroom Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Magic Mushroom Bottle", "un champignon magique en flacon", "una botella con champiñón mágico"} ); hintTable[BOTTLE_WITH_MYSTERY_MILK] = HintText::Item({ //obscure - Text{"a strange drink", "**FRENCH**", "**SPANISH**"} + Text{"a strange drink", "un remède maison", "una bebida sospechosa"} }, //clear - Text{"a Mystery Milk Bottle", "**FRENCH**", "**SPANISH**"} + Text{"a Mystery Milk Bottle", "du lait mystère en flacon", "una botella de leche sospechosa", "", "du lait suspect en flacon", ""} ); //UPGRADABLE ITEMS - hintTable[LARGE_QUIVER] = HintText::Item({Text{"a ranged weapon", "**FRENCH**", "**SPANISH**"}}); - hintTable[LARGEST_QUIVER] = HintText::Item({Text{"a ranged weapon", "**FRENCH**", "**SPANISH**"}}); - hintTable[BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); - hintTable[BIG_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); - hintTable[BIGGEST_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "**FRENCH**", "**SPANISH**"}}); - hintTable[ADULT_WALLET] = HintText::Item({Text{"a coin purse", "**FRENCH**", "**SPANISH**"}}); - hintTable[GIANT_WALLET] = HintText::Item({Text{"a coin purse", "**FRENCH**", "**SPANISH**"}}); - hintTable[MAGIC_POWER] = HintText::Item({Text{"magic power", "**FRENCH**", "**SPANISH**"}}); - hintTable[EXTENDED_MAGIC_POWER] = HintText::Item({Text{"magic power", "**FRENCH**", "**SPANISH**"}}); + hintTable[LARGE_QUIVER] = HintText::Item({Text{"a ranged weapon", "un grand tube", "un arma de largo alcance"}}); + hintTable[LARGEST_QUIVER] = HintText::Item({Text{"a ranged weapon", "un énorme tube", "un arma de largo alcance"}}); + hintTable[BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "une besace pyrotechnique", "un contenedor de explosivos"}}); + hintTable[BIG_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "une besace pyrotechnique", "un contenedor de explosivos"}}); + hintTable[BIGGEST_BOMB_BAG] = HintText::Item({Text{"a vessel of explosives", "une besace pyrotechnique", "un contenedor de explosivos"}}); + hintTable[ADULT_WALLET] = HintText::Item({Text{"a coin purse", "une tirelire", "una cartera"}}); + hintTable[GIANT_WALLET] = HintText::Item({Text{"a coin purse", "une tirelire", "una cartera"}}); + hintTable[MAGIC_POWER] = HintText::Item({Text{"magic power", "une barre verte", "poder mágico"}}); + hintTable[EXTENDED_MAGIC_POWER] = HintText::Item({Text{"magic power", "une barre verte", "poder mágico"}}); //SONGS hintTable[SONG_OF_TIME] = HintText::Item({ //obscure - Text{"song of time", "**FRENCH**", "**SPANISH**"} + Text{"song of time", "une boucle temporelle", "una canción temporal"} }, //clear - Text{"the Song of Time", "**FRENCH**", "**SPANISH**"} + Text{"the Song of Time", "le Chant du temps", "la canción del tiempo"} ); hintTable[SONG_OF_STORMS] = HintText::Item({ //obscure - Text{"stormy weather", "**FRENCH**", "**SPANISH**"} + Text{"stormy weather", "un temps de chien", "clima torrencial"} }, //clear - Text{"the Song of Storms", "**FRENCH**", "**SPANISH**"} + Text{"the Song of Storms", "le Chant des tempêtes", "la canción de la tormenta"} ); hintTable[SONG_OF_HEALING] = HintText::Item({ //obscure - Text{"a soothing melody", "**FRENCH**", "**SPANISH**"} + Text{"a soothing melody", "le repos des âmes", "una canción calmante"} }, //clear - Text{"the Song of Healing", "**FRENCH**", "**SPANISH**"} + Text{"the Song of Healing", "le Chant de l'apaisement", "la canción de curación"} ); hintTable[SONG_OF_SOARING] = HintText::Item({ //obscure - Text{"white wings", "**FRENCH**", "**SPANISH**"} + Text{"white wings", "une paire d'ailes", "alas blancas"} }, //clear - Text{"the Song of Soaring", "**FRENCH**", "**SPANISH**"} + Text{"the Song of Soaring", "le Chant de l'envol", "la canción de vuelo"} ); //hintTable[SONG_OF_DOUBLE_TIME] = HintText::Item({ // //obscure - // Text{"double time", "**FRENCH**", "**SPANISH**"}); + // Text{"double time", "une réduction des attentes", "tiempo acelerado"}}); //hintTable[INVERTED_SONG_OF_TIME] = HintText::Item({ // //obscure - // Text{"slowed time", "**FRENCH**", "**SPANISH**"}); + // Text{"slowed time", "un timing assoupli", "tiempo ralentizado"}}); hintTable[EPONAS_SONG] = HintText::Item({ //obscure - Text{"a horses song", "**FRENCH**", "**SPANISH**"} + Text{"a horses song", "l'appel d'une partenaire", "una canción equina"} }, //clear - Text{"Epona's Song", "**FRENCH**", "**SPANISH**"} + Text{"Epona's Song", "le Chant d'Épona", "la canción de Epona", "", "le Chant d'Epona", ""} ); hintTable[SONATA_OF_AWAKENING] = HintText::Item({ //obscure - Text{"a royal song", "**FRENCH**", "**SPANISH**"} + Text{"a royal song", "un chant royal", "una canción de realeza"} }, //clear - Text{"the Sonata of Awakening", "**FRENCH**", "**SPANISH**"} + Text{"the Sonata of Awakening", "la Sonate de l'éveil", "la sonata del despertar"} ); hintTable[LULLABY_INTRO] = HintText::Item({ //obscure - Text{"a sleepy melody intro", "**FRENCH**", "**SPANISH**"} + Text{"a sleepy melody intro", "une mélodie incomplète", "una introducción al sueño"} }, //clear - Text{"the Lullaby Intro", "**FRENCH**", "**SPANISH**"} + Text{"the Lullaby Intro", "l'intro de la Berceuse", "la introducción de la nana"} ); hintTable[GORONS_LULLABY] = HintText::Item({ //obscure - Text{"a sleepy melody", "**FRENCH**", "**SPANISH**"} + Text{"a sleepy melody", "le repos du géant", "sueño profundo"} }, //clear - Text{"the Goron's Lullaby", "**FRENCH**", "**SPANISH**"} + Text{"the Goron's Lullaby", "la Berceuse de Gorons", "la nana goron"} ); hintTable[NEW_WAVE_BOSSA_NOVA] = HintText::Item({ //obscure - Text{"a song of newborns", "**FRENCH**", "**SPANISH**"} + Text{"a song of newborns", "un chant de nourrissons", "canción para nacimientos"} }, //clear - Text{"the New Wave Bossa Nova", "**FRENCH**", "**SPANISH**"} + Text{"the New Wave Bossa Nova", "la Bossa-nova des flots", "la bossanova de las olas"} ); hintTable[ELEGY_OF_EMPTINESS] = HintText::Item({ //obscure - Text{"empty shells", "**FRENCH**", "**SPANISH**"} + Text{"empty shells", "un soldat sans cœur", "caparazones huecos"} }, //clear - Text{"the Elegy of Emptiness", "**FRENCH**", "**SPANISH**"} + Text{"the Elegy of Emptiness", "l'Hymne du vide", "la elegía al vacío"} ); hintTable[OATH_TO_ORDER] = HintText::Item({ //obscure - Text{"a song of giants", "**FRENCH**", "**SPANISH**"} + Text{"a song of giants", "un rendez-vous au carnaval", "una plegaria a los gigantes"} }, //clear - Text{"the Oath to Order", "**FRENCH**", "**SPANISH**"} + Text{"the Oath to Order", "l'Ode de l'appel", "la oda al orden"} ); //PIECES OF HEART hintTable[PIECE_OF_HEART] = HintText::Item({ //obscure - Text{"a segment of health", "**FRENCH**", "**SPANISH**"} + Text{"a segment of health", "un segment de vie", "un segmento de vida"} }, //clear - Text{"a Piece of Heart", "**FRENCH**", "**SPANISH**"} + Text{"a Piece of Heart", "un fragment de cœur", "una pieza de corazón"} ); hintTable[HEART_CONTAINER] = HintText::Item({ //obscure - Text{"a new heart", "**FRENCH**", "**SPANISH**"} + Text{"a new heart", "un cœur tout neuf", "un nuevo corazón"} }, //clear - Text{"a Heart Container", "**FRENCH**", "**SPANISH**"} + Text{"a Heart Container", "un quart de cœur", "un contenedor de corazón", "", "un réceptacle de cœur", ""} ); //MAPS //hintTable[MAP] = HintText::Item({ // //obscure - // Text{"a paper guide", "**FRENCH**", "**SPANISH**"}); + // Text{"a paper guide", "un guide en papier", "un papiro guía"}}); hintTable[WOODFALL_TEMPLE_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Woodfall Temple Map", "**FRENCH**", "**SPANISH**"} + Text{"the Woodfall Temple Map", "la carte du temple de Boisé-les-Cascades", "el mapa del Templo del Bosque Catarata", "", "la carte du temple de Bois-Cascade", ""} ); hintTable[SNOWHEAD_TEMPLE_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Snowhead Temple Map", "**FRENCH**", "**SPANISH**"} + Text{"the Snowhead Temple Map", "la carte du temple du Pic des neiges", "el mapa del Templo del Pico Nevado", "", "la carte du temple du pic des Neiges", ""} ); hintTable[GBT_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Great Bay Temple Map", "**FRENCH**", "**SPANISH**"} + Text{"the Great Bay Temple Map", "la carte du temple de la Grande Baie", "el mapa del Templo de la Gran Bahía"} ); hintTable[STONE_TOWER_TEMPLE_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Stone Tower Temple Map", "**FRENCH**", "**SPANISH**"} + Text{"the Stone Tower Temple Map", "la carte du temple de la forteresse de pierre", "el mapa del Templo de la Torre de Piedra"} ); hintTable[CLOCK_TOWN_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Clock Town Map", "**FRENCH**", "**SPANISH**"} + Text{"the Clock Town Map", "la carte de Cadranbourg", "el mapa de la Ciudad Reloj", "", "la carte de Bourg-Clocher", ""} ); hintTable[WOODFALL_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Woodfall Map", "**FRENCH**", "**SPANISH**"} + Text{"the Woodfall Map", "la carte de Boisé-les-Cascades", "el mapa del Bosque Catarata", "", "la carte de Bois-Cascade", ""} ); hintTable[SNOWHEAD_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Snowhead Map", "**FRENCH**", "**SPANISH**"} + Text{"the Snowhead Map", "la carte du Pic des neiges", "el mapa del Pico Nevado", "", "la carte du pic des Neiges", ""} ); hintTable[GREAT_BAY_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Great Bay Map", "**FRENCH**", "**SPANISH**"} + Text{"the Great Bay Map", "la carte de la Grande Baie", "el mapa de la Gran Bahía"} ); hintTable[STONE_TOWER_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Stone Tower Map", "**FRENCH**", "**SPANISH**"} + Text{"the Stone Tower Map", "la carte de la forteresse de pierre", "el mapa de la Torre de Piedra"} ); hintTable[ROMANI_RANCH_MAP] = HintText::Item({ //obscure - Text{"a paper guide", "**FRENCH**", "**SPANISH**"} + Text{"a paper guide", "un guide en papier", "un papiro guía"} }, //clear - Text{"the Romani Ranch Map", "**FRENCH**", "**SPANISH**"} + Text{"the Romani Ranch Map", "la carte du ranch Romani", "el mapa del Rancho Romani"} ); //COMPASSES //hintTable[COMPASS] = HintText::Item({ // //obscure - // Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"}); + // Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"}}); hintTable[WOODFALL_TEMPLE_COMPASS] = HintText::Item({ //obscure - Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} + Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"} }, //clear - Text{"the Woodfall Temple Compass", "**FRENCH**", "**SPANISH**"} + Text{"the Woodfall Temple Compass", "la boussole du temple de Boisé-les-Cascades", "la brújula del Templo del Bosque Catarata", "", "la boussole du temple de Bois-Cascade", ""} ); hintTable[SNOWHEAD_TEMPLE_COMPASS] = HintText::Item({ //obscure - Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} + Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"} }, //clear - Text{"the Snowhead Temple Compass", "**FRENCH**", "**SPANISH**"} + Text{"the Snowhead Temple Compass", "la boussole du temple du Pic des neiges", "la brújula del Templo del Pico Nevado", "", "la boussole du temple du pic des Neiges", ""} ); hintTable[GBT_COMPASS] = HintText::Item({ //obscure - Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} + Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"} }, //clear - Text{"the Great Bay Temple Compass", "**FRENCH**", "**SPANISH**"} + Text{"the Great Bay Temple Compass", "la boussole du temple de la Grande Baie", "la brújula del Templo de la Gran Bahía"} ); hintTable[STONE_TOWER_TEMPLE_COMPASS] = HintText::Item({ //obscure - Text{"a magnetic needle", "**FRENCH**", "**SPANISH**"} + Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"} }, //clear - Text{"the Stone Tower Temple Compass", "**FRENCH**", "**SPANISH**"} + Text{"the Stone Tower Temple Compass", "la boussole du temple de la forteresse de pierre", "la brújula del Templo de la Torre de Piedra"} ); //BOSSKEYS //hintTable[BOSS_KEY] = HintText::Item({ // //obscure - // Text{"an important key", "**FRENCH**", "**SPANISH**"}); + // Text{"an important key", "une clé importante", "una llave importante"}}); hintTable[WOODFALL_TEMPLE_BOSS_KEY] = HintText::Item({ //obscure - Text{"an important key", "**FRENCH**", "**SPANISH**"} + Text{"an important key", "une clé importante", "una llave importante"} }, //clear - Text{"the Woodfall Temple Boss Key", "**FRENCH**", "**SPANISH**"} + Text{"the Woodfall Temple Boss Key", "la grande clé du temple de Boisé-les-Cascades", "la llave del jefe del Templo del Bosque Catarata", "", "la grande clé du temple de Bois-Cascade", ""} ); hintTable[SNOWHEAD_TEMPLE_BOSS_KEY] = HintText::Item({ //obscure - Text{"an important key", "**FRENCH**", "**SPANISH**"} + Text{"an important key", "une clé importante", "una llave importante"} }, //clear - Text{"the Snowhead Temple Boss Key", "**FRENCH**", "**SPANISH**"} + Text{"the Snowhead Temple Boss Key", "la grande clé du temple du Pic des neiges", "la llave del jefe del Templo del Pico Nevado", "", "la grande clé du temple du pic des Neiges", ""} ); hintTable[GBT_BOSS_KEY] = HintText::Item({ //obscure - Text{"an important key", "**FRENCH**", "**SPANISH**"} + Text{"an important key", "une clé importante", "una llave importante"} }, //clear - Text{"the Great Bay Temple Boss Key", "**FRENCH**", "**SPANISH**"} + Text{"the Great Bay Temple Boss Key", "la grande clé du temple de la Grande Baie", "la llave del jefe del Templo de la Gran Bahía"} ); hintTable[STONE_TOWER_TEMPLE_BOSS_KEY] = HintText::Item({ //obscure - Text{"an important key", "**FRENCH**", "**SPANISH**"} + Text{"an important key", "une clé importante", "una llave importante"} }, //clear - Text{"the Stone Tower Temple Boss Key", "**FRENCH**", "**SPANISH**"} + Text{"the Stone Tower Temple Boss Key", "la grande clé du temple de la forteresse de pierre", "la llave del jefe del Templo de la Torre de Piedra"} ); //SMALLKEYS //hintTable[SMALL_KEY] = HintText::Item({ // //obscure - // Text{"a useful key", "**FRENCH**", "**SPANISH**"}); + // Text{"a useful key", "une clé pratique", "una llave útil"}}); hintTable[WOODFALL_TEMPLE_SMALL_KEY] = HintText::Item({ //obscure - Text{"swampy small key", "**FRENCH**", "**SPANISH**"} + Text{"swampy small key", "une clé marécageuse", "una llave pantanosa"} }, //clear - Text{"the Woodfall Temple Small Key", "**FRENCH**", "**SPANISH**"} + Text{"the Woodfall Temple Small Key", "la petite clé du temple de Boisé-les-Cascades", "la llave pequeña del Templo del Bosque Catarata", "", "la petite clé du temple de Bois-Cascade", ""} ); hintTable[SNOWHEAD_TEMPLE_SMALL_KEY] = HintText::Item({ //obscure - Text{"icy small key", "**FRENCH**", "**SPANISH**"} + Text{"icy small key", "une clé glacée", "una llave helada"} }, //clear - Text{"the Snowhead Temple Small Key", "**FRENCH**", "**SPANISH**"} + Text{"the Snowhead Temple Small Key", "une petite clé du temple du Pic des neiges", "una llave pequeña del Templo del Pico Nevado", "", "une petite clé du temple du pic des Neiges", ""} ); hintTable[GBT_SMALL_KEY] = HintText::Item({ //obscure - Text{"ocean small key", "**FRENCH**", "**SPANISH**"} + Text{"ocean small key", "une clé marine", "una llave húmeda"} }, //clear - Text{"the Great Bay Temple Small Key", "**FRENCH**", "**SPANISH**"} + Text{"the Great Bay Temple Small Key", "la petite clé du temple de la Grande Baie", "la llave pequeña del Templo de la Gran Bahía"} ); hintTable[STONE_TOWER_TEMPLE_SMALL_KEY] = HintText::Item({ //obscure - Text{"rocky small key", "**FRENCH**", "**SPANISH**"} + Text{"rocky small key", "une clé rocheuse", "una llave rocosa"} }, //clear - Text{"the Stone Tower Temple Small Key", "**FRENCH**", "**SPANISH**"} + Text{"the Stone Tower Temple Small Key", "une petite clé du temple de la forteresse de pierre", "una llave pequeña del Templo de la Torre de Piedra"} ); //DUNGEON REWARDS hintTable[ODOLWAS_REMAINS] = HintText::Item({ //obscure - Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} + Text{"a boss's remains", "un sceau de géant", "los restos de un jefe"} }, //clear - Text{"Odolwa's Remains", "**FRENCH**", "**SPANISH**"} + Text{"Odolwa's Remains", "les restes d'Odolwa", "los Restos de Odolwa"} ); hintTable[GOHTS_REMAINS] = HintText::Item({ //obscure - Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} + Text{"a boss's remains", "un sceau de géant", "los restos de un jefe"} }, //clear - Text{"Goht's Remains", "**FRENCH**", "**SPANISH**"} + Text{"Goht's Remains", "les restes de Rhork", "los Restos de Goht"} ); hintTable[GYORGS_REMAINS] = HintText::Item({ //obscure - Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} + Text{"a boss's remains", "un sceau de géant", "los restos de un jefe"} }, //clear - Text{"Gyorg's Remains", "**FRENCH**", "**SPANISH**"} + Text{"Gyorg's Remains", "les restes de Gyorg", "los Restos de Gyorg"} ); hintTable[TWINMOLDS_REMAINS] = HintText::Item({ //obscure - Text{"a boss's remains", "**FRENCH**", "**SPANISH**"} + Text{"a boss's remains", "un sceau de géant", "los restos de un jefe"} }, //clear - Text{"Twinmold's Remains", "**FRENCH**", "**SPANISH**"} + Text{"Twinmold's Remains", "les restes de Skorn", "los Restos de Twinmold"} ); /*----------------------- @@ -844,164 +844,164 @@ void HintTable_Init() { -----------------------*/ hintTable[RECOVERY_HEART] = HintText::Item({ //obscure - Text{"Recovery Heart", "**FRENCH**", "**SPANISH**"} + Text{"Recovery Heart", "un petit soin", "un pequeño corazón"} }, //clear - Text{"a Recovery Heart", "**FRENCH**", "**SPANISH**"} + Text{"a Recovery Heart", "un cœur de vie", "un corazón"} ); hintTable[GREEN_RUPEE] = HintText::Item({ //obscure - Text{"Green rupee", "**FRENCH**", "**SPANISH**"} + Text{"Green rupee", "le début de la richesse", "una gema verdeante"} }, //clear - Text{"a Green Rupee", "**FRENCH**", "**SPANISH**"} + Text{"a Green Rupee", "un rubis vert", "una rupia verde"} ); hintTable[BLUE_RUPEE] = HintText::Item({ //obscure - Text{"Blue rupee", "**FRENCH**", "**SPANISH**"} + Text{"Blue rupee", "une richesse azurée", "una gema cerúlea"} }, //clear - Text{"a Blue Rupee", "**FRENCH**", "**SPANISH**"} + Text{"a Blue Rupee", "un rubis bleu", "una rupia azul"} ); hintTable[RED_RUPEE] = HintText::Item({ //obscure - Text{"Red rupee", "**FRENCH**", "**SPANISH**"} + Text{"Red rupee", "une richesse écarlate", "una gema carmesí"} }, //clear - Text{"a Red Rupee", "**FRENCH**", "**SPANISH**"} + Text{"a Red Rupee", "un rubis rouge", "una rupia roja"} ); hintTable[PURPLE_RUPEE] = HintText::Item({ //obscure - Text{"Purple rupee", "**FRENCH**", "**SPANISH**"} + Text{"Purple rupee", "une richesse violacée", "una gema cárdena"} }, //clear - Text{"a Purple Rupee", "**FRENCH**", "**SPANISH**"} + Text{"a Purple Rupee", "un rubis mauve", "una rupia púrpura", "", "un rubis violet", ""} ); hintTable[SILVER_RUPEE] = HintText::Item({ //obscure - Text{"Silver rupee", "**FRENCH**", "**SPANISH**"} + Text{"Silver rupee", "une richesse scintillante", "una gema argéntea"} }, //clear - Text{"a Silver Rupee", "**FRENCH**", "**SPANISH**"} + Text{"a Silver Rupee", "un rubis argenté", "una rupia plateada"} ); hintTable[HUGE_RUPEE] = HintText::Item({ //obscure - Text{"Huge rupee", "**FRENCH**", "**SPANISH**"} + Text{"Huge rupee", "une richesse écrasante", "una gema enorme"} }, //clear - Text{"a Huge Rupee", "**FRENCH**", "**SPANISH**"} + Text{"a Huge Rupee", "un énorme rubis", "una rupia enorme"} ); hintTable[DEKU_NUTS_5] = HintText::Item({ //obscure - Text{"5 nuts", "**FRENCH**", "**SPANISH**"} + Text{"5 nuts", "un paquet de flashs", "5 nueces"} }, //clear - Text{"Deku Nuts (5 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Deku Nuts (5 pieces)", "une demi-dizaine de noix mojos", "Nueces deku (5)", "", "une demi-dizaine de noix mojo", ""} ); hintTable[DEKU_NUTS_10] = HintText::Item({ //obscure - Text{"10 nuts", "**FRENCH**", "**SPANISH**"} + Text{"10 nuts", "un paquet de flashs", "10 nueces"} }, //clear - Text{"Deku Nuts (10 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Deku Nuts (10 pieces)", "une dizaine de noix mojos", "Nueces deku (10)", "", "une dizaine de noix mojo", ""} ); hintTable[BOMBS_5] = HintText::Item({ //obscure - Text{"5 explosive orbs", "**FRENCH**", "**SPANISH**"} + Text{"5 explosive orbs", "un paquet d'explosifs", "5 explosiones"} }, //clear - Text{"Bombs (5 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Bombs (5 pieces)", "une demi-dizaine de bombes", "Bombas (5)"} ); hintTable[BOMBS_10] = HintText::Item({ //obscure - Text{"10 explosive orbs", "**FRENCH**", "**SPANISH**"} + Text{"10 explosive orbs", "un paquet d'explosifs", "10 explosiones"} }, //clear - Text{"Bombs (10 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Bombs (10 pieces)", "une dizaine de bombes", "Bombas (10)"} ); hintTable[BOMBS_20] = HintText::Item({ //obscure - Text{"20 explosive orbs", "**FRENCH**", "**SPANISH**"} + Text{"20 explosive orbs", "un paquet d'explosifs", "20 explosiones"} }, //clear - Text{"Bombs (20 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Bombs (20 pieces)", "une vingtaine de bombes", "Bombas (20)"} ); hintTable[BOMBCHU_5] = HintText::Item({ //obscure - Text{"5 explosive mice", "**FRENCH**", "**SPANISH**"} + Text{"5 explosive mice", "un paquet d'explosifs", "5 ratones explosivos"} }, //clear - Text{"Bombchu (5 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Bombchu (5 pieces)", "une demi-dizaine de bombchu", "Bombchus (5)", "", "une demi-dizaine de missiles teigneux", ""} ); hintTable[BOMBCHU_10] = HintText::Item({ //obscure - Text{"10 explosive mice", "**FRENCH**", "**SPANISH**"} + Text{"10 explosive mice", "un paquet d'explosifs", "10 ratones explosivos"} }, //clear - Text{"Bombchu (10 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Bombchu (10 pieces)", "une dizaine de bombchu", "Bombchus (10)", "", "une dizaine de missiles teigneux", ""} ); hintTable[BOMBCHU_20] = HintText::Item({ //obscure - Text{"20 explosive mice", "**FRENCH**", "**SPANISH**"} + Text{"20 explosive mice", "un paquet d'explosifs", "20 ratones explosivos"} }, //clear - Text{"Bombchu (20 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Bombchu (20 pieces)", "une vingtaine de bombchu", "Bombchus (20)", "", "une vingtaine de missiles teigneux", ""} ); hintTable[ARROWS_10] = HintText::Item({ //obscure - Text{"10 projectile sticks", "**FRENCH**", "**SPANISH**"} + Text{"10 projectile sticks", "un paquet d'aiguilles", "10 palos proyectiles"} }, //clear - Text{"Arrow (10 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Arrow (10 pieces)", "une dizaine de flèches", "Flechas (10)"} ); hintTable[ARROWS_30] = HintText::Item({ //obscure - Text{"30 projectile sticks", "**FRENCH**", "**SPANISH**"} + Text{"30 projectile sticks", "un paquet d'aiguilles", "30 palos proyectiles"} }, //clear - Text{"Arrow (30 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Arrow (30 pieces)", "une trentaine de flèches", "Flechas (30)"} ); hintTable[ARROWS_40] = HintText::Item({ //obscure - Text{"40 projectile sticks", "**FRENCH**", "**SPANISH**"} + Text{"40 projectile sticks", "un paquet d'aiguilles", "40 palos proyectiles"} }, //clear - Text{"Arrow (40 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Arrow (40 pieces)", "une quarantaine de flèches", "Flechas (40)"} ); hintTable[ARROWS_50] = HintText::Item({ //obscure - Text{"50 projectile sticks", "**FRENCH**", "**SPANISH**"} + Text{"50 projectile sticks", "un paquet d'aiguilles", "50 palos proyectiles"} }, //clear - Text{"Arrow (50 pieces)", "**FRENCH**", "**SPANISH**"} + Text{"Arrow (50 pieces)", "une cinquantaine de flèches", "Flechas (50)"} ); hintTable[BLUE_POTION_REFILL] = HintText::Item({ //obscure - Text{"Blue Potion Refill", "**FRENCH**", "**SPANISH**"} + Text{"Blue Potion Refill", "une dose de bleu", "un relleno de Poción Azul"} }, //clear - Text{"some Blue Potion", "**FRENCH**", "**SPANISH**"} + Text{"some Blue Potion", "de la potion bleue", "un relleno de Poción Azul"} ); hintTable[GREEN_POTION_REFILL] = HintText::Item({ //obscure - Text{"Green Potion Refill", "**FRENCH**", "**SPANISH**"} + Text{"Green Potion Refill", "une dose de vert", "un relleno de Poción Verde"} }, //clear - Text{"some Green Potion", "**FRENCH**", "**SPANISH**"} + Text{"some Green Potion", "de la potion verte", "un relleno de Poción Verde"} ); hintTable[RED_POTION_REFILL] = HintText::Item({ //obscure - Text{"Red Potion Refill", "**FRENCH**", "**SPANISH**"} + Text{"Red Potion Refill", "une dose de rouge", "un relleno de Poción Roja"} }, //clear - Text{"some Red Potion", "**FRENCH**", "**SPANISH**"} + Text{"some Red Potion", "de la potion rouge", "un relleno de Poción Roja"} ); hintTable[BOMBCHU_DROP] = HintText::Item({ //obscure - Text{"explosive mice", "**FRENCH**", "**SPANISH**"} + Text{"explosive mice", "un paquet d'explosifs", "un ratón explosivo"} }, //clear - Text{"some Bombchu", "**FRENCH**", "**SPANISH**"} + Text{"some Bombchu", "un paquet de bombchu", "algunos Bombchus", "", "un paquet de missiles teigneux", ""} ); hintTable[DEKU_STICK_1] = HintText::Item({ //obscure - Text{"1 stick", "**FRENCH**", "**SPANISH**"} + Text{"1 stick", "une branche", "una rama"} }, //clear - Text{"a Deku Stick", "**FRENCH**", "**SPANISH**"} + Text{"a Deku Stick", "un bâton mojo", "un palo Deku"} ); /*---------------- | SHOP ITEMS | ----------------*/ - hintTable[BUY_ARROWS_10] = HintText::Item({Text{"Buy 10 Arrows", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_ARROWS_30] = HintText::Item({Text{"Buy 30 Arrows", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_BLUE_POTION] = HintText::Item({Text{"Buy Blue Potion", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_BOMBCHU_10] = HintText::Item({Text{"Buy 10 Bombchu", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_BOMBS_10] = HintText::Item({Text{"Buy 10 Bombs", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_DEKU_NUT_10] = HintText::Item({Text{"Buy 10 Deku Nuts", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_DEKU_STICK_1] = HintText::Item({Text{"Buy 1 Deku Stick", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_FAIRYS_SPIRIT] = HintText::Item({Text{"Buy Fairy", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_GREEN_POTION] = HintText::Item({Text{"Buy Green Potion", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_HEROS_SHIELD] = HintText::Item({Text{"Buy Hero Shield", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_MAGIC_BEAN] = HintText::Item({Text{"Buy Magic Bean", "**FRENCH**", "**SPANISH**"}}); - hintTable[BUY_RED_POTION] = HintText::Item({Text{"Buy Red Potion", "**FRENCH**", "**SPANISH**"}}); + hintTable[BUY_ARROWS_10] = HintText::Item({Text{"Buy 10 Arrows", "Acheter: Flèches (10)", "Comprar 10 flechas"}}); + hintTable[BUY_ARROWS_30] = HintText::Item({Text{"Buy 30 Arrows", "Acheter: Flèches (30)", "Comprar 30 flechas"}}); + hintTable[BUY_BLUE_POTION] = HintText::Item({Text{"Buy Blue Potion", "Acheter: Potion bleue", "Comprar poción azul"}}); + hintTable[BUY_BOMBCHU_10] = HintText::Item({Text{"Buy 10 Bombchu", "Acheter: Bombchu (10)", "Comprar 10 bombchus"}}); + hintTable[BUY_BOMBS_10] = HintText::Item({Text{"Buy 10 Bombs", "Acheter: Bombes (10)", "Comprar 10 bombas"}}); + hintTable[BUY_DEKU_NUT_10] = HintText::Item({Text{"Buy 10 Deku Nuts", "Acheter: Noix Mojos (10)", "Comprar 10 nueces Deku"}}); + hintTable[BUY_DEKU_STICK_1] = HintText::Item({Text{"Buy 1 Deku Stick", "Acheter: Bâton Mojo (1)", "Comprar 1 palo Deku"}}); + hintTable[BUY_FAIRYS_SPIRIT] = HintText::Item({Text{"Buy Fairy", "Acheter: Fée", "Comprar hada"}}); + hintTable[BUY_GREEN_POTION] = HintText::Item({Text{"Buy Green Potion", "Acheter: Potion verte", "Comprar poción verde"}}); + hintTable[BUY_HEROS_SHIELD] = HintText::Item({Text{"Buy Hero Shield", "Acheter: Bouclier du Héros", "Comprar el escudo del héroe"}}); + hintTable[BUY_MAGIC_BEAN] = HintText::Item({Text{"Buy Magic Bean", "Acheter: Haricot Magique", "Comprar habichuela mágica"}}); + hintTable[BUY_RED_POTION] = HintText::Item({Text{"Buy Red Potion", "Acheter: Potion rouge ", "Comprar poción roja"}}); /*----------------------- | SOMETIMES HINT TEXT | @@ -1009,1590 +1009,1589 @@ void HintTable_Init() { //Clock Tower hintTable[CLOCK_TOWER_OCARINA_OF_TIME] = HintText::Sometimes({ //obscure - Text{"A Musical Instrument", "**FRENCH**", "**SPANISH**"}}); + Text{"A Musical Instrument", "l'#instrument qui t'a été volé# est", "Un instrumento musical"}}); hintTable[CLOCK_TOWER_SONG_OF_TIME] = HintText::Sometimes({ //obscure - Text{"A Timeless Song", "**FRENCH**", "**SPANISH**"}}); + Text{"A Timeless Song", "le #souvenir de la princesse# est", ""}}); hintTable[HMS_DEKU_MASK] = HintText::Sometimes({ //obscure - Text{"a forest curse removed rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a forest curse removed rewards", "#lever une malédiction sylvestre# crée", "remover la maldición del bosque otorga"}}); hintTable[HMS_SONG_OF_HEALING] = HintText::Sometimes({ //obscure - Text{"a masked man's melody teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked man's melody teaches", "la #foire aux masques# enseigne", "la melodía del hombre enmascarado enseña"}}); hintTable[HMS_BOMBERS_NOTEBOOK] = HintText::Sometimes({ //obscure - Text{"a masked man's gift rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked man's gift rewards", "la #foire aux masque# offre", "el hombre enmascarado otorga"}}); hintTable[HMS_STARTING_SWORD] = HintText::Sometimes({ //obscure - Text{"a new file yields", "**FRENCH**", "**SPANISH**"}}); + Text{"a new file yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); hintTable[HMS_STARTING_SHIELD] = HintText::Sometimes({ //obscure - Text{"a new file yields", "**FRENCH**", "**SPANISH**"}}); - //PRE_CLOCK_TOWN_CHEST, + Text{"a new file yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); + //PRE_CLOCK_TOWN_CHEST //Deku Palace hintTable[DEKU_PALACE_BEAN_SELLER] = HintText::Sometimes({ //obscure - Text{"a gorging merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a gorging merchant sells", "un #marchand goulu# vend", "el mercader enterrado vende"}}); hintTable[DEKU_PALACE_WEST_GARDEN] = HintText::Sometimes({ //obscure - Text{"the home of scrubs contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of scrubs contains", "l'#habitat des pestes# contient", "el hogar de los matorrales contiene"}}); hintTable[DEKU_PALACE_BUTLER_RACE] = HintText::Sometimes({ //obscure - Text{"the royal servant rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the royal servant rewards", "le #servant royal# offre", "el sirviente real recompensa con"}}); hintTable[DEKU_PALACE_BEAN_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a merchant's cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a merchant's cave contains", "la #grotte d'un marchand# contient", "la cueva del mercader contiene"}}); hintTable[DEKU_PALACE_IMPRISONED_MONKEY] = HintText::Sometimes({ //obscure - Text{"a false imprisonment teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a false imprisonment teaches", "un #détenu innocent# enseigne", "un falso aprisionamiento enseña"}}); //East Clock Town hintTable[E_CLOCK_TOWN_AROMA_IN_BAR] = HintText::Sometimes({ //obscure - Text{"an important lady rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an important lady rewards", "un #rapport fructueux# confère", "una señora importante recompensa con"}}); hintTable[E_CLOCK_TOWN_ARCHERY_1] = HintText::Sometimes({ //obscure - Text{"a town activity rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a town activity rewards", "un #habile abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); hintTable[E_CLOCK_TOWN_ARCHERY_2] = HintText::Sometimes({ //obscure - Text{"a town activity rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a town activity rewards", "un #parfait abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); hintTable[E_CLOCK_TOWN_MAYOR] = HintText::Sometimes({ //obscure - Text{"a town leader rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a town leader rewards", "un #homme d'état# offre", "el líder de la ciudad recompensa con"}}); hintTable[E_CLOCK_TOWN_HONEY_DARLING_3DAYS] = HintText::Sometimes({ //obscure - Text{"a lovers game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a lovers game rewards", "un #jeu d'amants# offre", "un juego de amantes recompensa con"}}); hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_GORON] = HintText::Sometimes({ //obscure - Text{"a treasure game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a treasure game rewards", "un #jeu trésorier# offre", "un juego del tesoro recompensa con"}}); hintTable[E_CLOCK_TOWN_POSTMAN_FREEDOM] = HintText::Sometimes({ //obscure - Text{"a delivery person rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a delivery person rewards", "un #ex-livreur# offre", "un repartidor recompensa con"}}); hintTable[E_CLOCK_TOWN_GORMAN] = HintText::Sometimes({ //obscure - Text{"a miserable leader rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a miserable leader rewards", "un #homme ivre# offre", "un líder miserable otorga"}}); hintTable[E_CLOCK_TOWN_AROMA_IN_OFFICE] = HintText::Sometimes({ //obscure - Text{"an important lady rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an important lady rewards", "une #affectation détective# confie", "una señora importante recompensa con"}}); hintTable[BOMBERS_HIDEOUT_CHEST] = HintText::Sometimes({ //obscure - Text{"a secret hideout contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a secret hideout contains", "un #recoin de repaire# recèle", "un escondite secreto contiene"}}); hintTable[E_CLOCK_TOWN_CHEST] = HintText::Sometimes({ //obscure - Text{"a shop roof contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a shop roof contains", "un #toit d'entreprise# contient", "el techo de una tienda contiene"}}); hintTable[E_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a correspondence box contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a correspondence box contains", "un #boîte à correspondances# contient", "una caja de correspondencia contiene"}}); //hintTable[E_CLOCK_TOWN_MILK_BAR_CHATEAU] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"}}); //hintTable[E_CLOCK_TOWN_MILK_BAR_MILK] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"}}); hintTable[GORMAN_TRACK_MYSTERY_MILK_QUEST] = HintText::Sometimes({ //obscure - Text{"an upset stomach cure rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an upset stomach cure rewards", "#soigner un mal de ventre# produit", "la cura a un mal estomacal recompensa con"}}); //hintTable[E_CLOCK_TOWN_HONEY_DARLING_ANY_DAY] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "un #jeu d'amants# offre quotidiennement", "un juego de amantes recompensa con"}}); //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_HUMAN] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "une #partie à 20 rubis# offre", "un juego del tesoro recompensa con"}}); //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_ZORA] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "une #partie à 10 rubis# offre", "un juego del tesoro recompensa con"}}); //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_DEKU] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "une #partie à 5 rubis# offre", "un juego del tesoro recompensa con"}}); //Goron Village hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE] = HintText::Sometimes({ //obscure - Text{"a large goron rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a large goron rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); hintTable[GORON_VILLAGE_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a northern merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a northern merchant sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); hintTable[GORON_VILLAGE_LENS_OF_TRUTH_CHEST] = HintText::Sometimes({ //obscure - Text{"a lonely peak contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a lonely peak contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); hintTable[GORON_VILLAGE_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a northern merchant trades", "**FRENCH**", "**SPANISH**"}}); + Text{"a northern merchant trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); hintTable[GORON_VILLAGE_LEDGE] = HintText::Sometimes({ //obscure - Text{"a cold ledge contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a cold ledge contains", "Un #rebord froid# recèle", "una cornisa fría contiene"}}); hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE_SPRING] = HintText::Sometimes({ //obscure - Text{"a large goron rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a large goron rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); hintTable[GORON_VILLAGE_SCRUB_PURCHASE_SPRING] = HintText::Sometimes({ //obscure - Text{"a northern merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a northern merchant sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); hintTable[GORON_VILLAGE_SCRUB_TRADE_SPRING] = HintText::Sometimes({ //obscure - Text{"a northern merchant trades", "**FRENCH**", "**SPANISH**"}}); + Text{"a northern merchant trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); hintTable[GORON_VILLAGE_LEDGE_SPRING] = HintText::Sometimes({ //obscure - Text{"a cold ledge contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a cold ledge contains", "un #rebord froid# recèle", "una cornisa fría contiene"}}); hintTable[GORON_VILLAGE_GORON_LULLABY] = HintText::Sometimes({ //obscure - Text{"a lonely child teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a lonely child teaches", "un #enfant délaissé# enseigne", "un niño solitario enseña"}}); hintTable[LENS_CAVE_RED_RUPEE] = HintText::Sometimes({ //obscure - Text{"a lonely peak contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a lonely peak contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); hintTable[LENS_CAVE_PURPLE_RUPEE] = HintText::Sometimes({ //obscure - Text{"a lonely peak contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a lonely peak contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); hintTable[GORON_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a goron shop sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a goron shop sells", "une #boutique minière# vend", "una tienda Goron vende"}}); hintTable[GORON_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a goron shop sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a goron shop sells", "une #boutique minière# vend", "una tienda Goron vende"}}); hintTable[GORON_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a goron shop sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a goron shop sells", "une #boutique minière# vend", "una tienda Goron vende"}}); //Great Bay Coast hintTable[GBC_OCEAN_SPIDER_DAY1] = HintText::Sometimes({ //obscure - Text{"a new ocean home owner rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a new ocean home owner rewards", "un #emménagement côtier# octroie", "un nuevo dueño de una casa en el océano recompensa con"}}); //hintTable[GBC_OCEAN_SPIDER_DAY2] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"}}); //hintTable[GBC_OCEAN_SPIDER_DAY3] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"}}); hintTable[GBC_FISHERMAN_GAME] = HintText::Sometimes({ //obscure - Text{"an ocean game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an ocean game rewards", "un #jeu bondissant# offre", "un juego en el océano recompensa con"}}); hintTable[GBC_OCEAN_SPIDER_CHEST] = HintText::Sometimes({ //obscure - Text{"the colored masks contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the colored masks contains", "les #masques colorés# protègent", "las máscaras de colores contienen"}}); hintTable[GBC_LAB_FISH] = HintText::Sometimes({ //obscure - Text{"feeding the fish rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"feeding the fish rewards", "une #croissance ichtyenne# dévoile", "alimentar a los peces recompensa con"}}); hintTable[GBC_LEDGE] = HintText::Sometimes({ //obscure - Text{"an ocean ledge contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an ocean ledge contains", "un #rebord côtier# recèle", "una cornisa en el océano contiene"}}); hintTable[GBC_MIKAU] = HintText::Sometimes({ //obscure - Text{"a healed spirit rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a healed spirit rewards", "l'#apaisement d'un guitariste# crée", "un espíritu curado recompensa con"}}); hintTable[GBC_BABY_ZORAS] = HintText::Sometimes({ //obscure - Text{"the pirates' loot teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"the pirates' loot teaches", "le #butin des pirates# enseigne", "el botín de los piratas enseña"}}); hintTable[GBC_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"an ocean cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an ocean cave contains", "un #trou côtier# contient", "una cueva en el océano contiene"}}); hintTable[GBC_GROTTO_COW1] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); hintTable[GBC_GROTTO_COW2] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); hintTable[GBC_FISHERMAN_PHOTO] = HintText::Sometimes({ //obscure - Text{"a fisherman rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a fisherman rewards", "un #pêcheur# échange", "un pescador recompensa con"}}); hintTable[TINGLE_GBC_GB] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_GBC_ST] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Ikana Canyon hintTable[IKANA_CANYON_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of kindness rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the fairy of kindness rewards", "la #fée de la bonté# prodigue", "la hada de la bondad recompensa con"}}); hintTable[IKANA_CANYON_POE_HUT_HP] = HintText::Sometimes({ //obscure - Text{"a game of ghosts rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a game of ghosts rewards", "une #arène spectrale# remet", "un juego de fantasmas recompensa con"}}); hintTable[IKANA_CANYON_LEDGE] = HintText::Sometimes({ //obscure - Text{"a canyon ledge contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a canyon ledge contains", "un #rebord de vallée# recèle", "una repisa en el cañón contiene"}}); hintTable[IKANA_CANYON_PAMELAS_FATHER] = HintText::Sometimes({ //obscure - Text{"a lost father rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost father rewards", "un #chercheur est maudit par#", "un padre absorto recompensa con"}}); hintTable[IKANA_CANYON_SECRET_SHRINE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a waterfall cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a waterfall cave contains", "une #trou de cascade# contient", "una cueva en la cascada contiene"}}); hintTable[IKANA_CANYON_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"an eastern merchant trades", "**FRENCH**", "**SPANISH**"}}); + Text{"an eastern merchant trades", "un #marchand oriental# échange", "un mercader del este intercambia por"}}); hintTable[IKANA_CANYON_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"an eastern merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"an eastern merchant sells", "un #marchand oriental# vend", "un mercader del este vende"}}); hintTable[TINGLE_IKANA_CANYON_ST] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_IKANA_CANYON_CT] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Ikana Graveyard hintTable[IKANA_GRAVEYARD_DAMPE_DIGGING] = HintText::Sometimes({ //obscure - Text{"a fearful basement contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a fearful basement contains", "#déterrer trois flammes# révèle", "un sótano aterrorizante contiene"}}); hintTable[IKANA_GRAVEYARD_IRON_KNUCKLE_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow ground contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a hollow ground contains", "une #tombe illusoire# contient", "un suelo hueco contiene"}}); hintTable[IKANA_GRAVEYARD_CAPTAIN_KEETA_CHEST] = HintText::Sometimes({ //obscure - Text{"a skeletal leader rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a skeletal leader rewards", "un #squelette roupilleur# protège", "un líder esquelético recompensa con"}}); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_TABLET] = HintText::Sometimes({ //obscure - Text{"a hollow ground teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a hollow ground teaches", "#la requête du compositeur# octroie", "un suelo hueco enseña"}}); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_BATS] = HintText::Sometimes({ //obscure - Text{"a cloud of bats contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a cloud of bats contains", "une #nuée de chauve-souris# protège", "un grupo de murciélagos contiene"}}); hintTable[IKANA_GRAVEYARD_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a circled cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a circled cave contains", "une #grotte encerclée# contient", "una cueva rodeada contiene"}}); //Laundry Pool hintTable[LAUNDRY_POOL_KAFEI] = HintText::Sometimes({ //obscure - Text{"a posted letter rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a posted letter rewards", "#rencontrer un disparu# octroie", "una carta enviada recompensa con"}}); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_ONE] = HintText::Sometimes({ //obscure - Text{"a shady dealer rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a shady dealer rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_TWO] = HintText::Sometimes({ //obscure - Text{"a shady dealer rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a shady dealer rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); hintTable[LAUNDRY_POOL_GURU_GURU] = HintText::Sometimes({ //obscure - Text{"a musician gives", "**FRENCH**", "**SPANISH**"}}); + Text{"a musician gives", "un #musicien ambulant# délègue", "un músico da"}}); hintTable[LAUNDRY_POOL_SF] = HintText::Sometimes({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée orange# est", "una hada perdida es"}}); //Milk Road hintTable[MILK_ROAD_GORMAN_RACE] = HintText::Sometimes({ //obscure - Text{"a sporting event rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a sporting event rewards", "un #pari hippique# octroie", "un evento deportivo recompensa con"}}); hintTable[MILK_ROAD_GORMAN_MILK_BUY] = HintText::Sometimes({ //obscure - Text{"a dodgy seller sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a dodgy seller sells", "un #duo suspect# vend", "un vendedor tramposo vende"}}); hintTable[MILK_ROAD_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a mysterious fox rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a mysterious fox rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); hintTable[TINGLE_MILK_ROAD_RR] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_MILK_ROAD_GB] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Mountain Village hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_ONE] = HintText::Sometimes({ //obscure - Text{"a moutain smith crafts", "**FRENCH**", "**SPANISH**"}}); + Text{"a moutain smith crafts", "un #achat acéré# octroie", "un herrero en la montaña forja"}}); hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_TWO] = HintText::Sometimes({ //obscure - Text{"a mountain smith crafts", "**FRENCH**", "**SPANISH**"}}); + Text{"a mountain smith crafts", "#échanger de l'or# octroie", "un herrero en la montaña forja"}}); hintTable[MOUNTAIN_VILLAGE_FROG_CHOIR] = HintText::Sometimes({ //obscure - Text{"a frog choir rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a frog choir rewards", "une #chorale coassante# offre", "un coro de ranas recompensa con"}}); hintTable[MOUNTAIN_VILLAGE_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a mysterious fox rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a mysterious fox rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); hintTable[MOUNTAIN_VILLAGE_DARMANI] = HintText::Sometimes({ //obscure - Text{"a mountain spirit rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a mountain spirit rewards", "un #esprit montagnard# offre", "un espíritu en la montaña recompensa con"}}); hintTable[MOUNTAIN_VILLAGE_HUNGRY_GORON] = HintText::Sometimes({ //obscure - Text{"a hungry goron rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a hungry goron rewards", "un #goron affamé# a", "un goron hambriento recompensa con"}}); hintTable[MOUNTAIN_WATERFALL_CHEST] = HintText::Sometimes({ //obscure - Text{"a springtime waterfall contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a springtime waterfall contains", "une #chute d'eau printanière# contient", "una cascada en primavera contiene"}}); hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a springtime cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a springtime cave contains", "une #grotte printanière# contient", "una cueva en primavera contiene"}}); //N Clock Town hintTable[N_CLOCK_TOWN_GREAT_FAIRY_DEKU] = HintText::Sometimes({ //obscure - Text{"the fairy of magic rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the fairy of magic rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); //hintTable[N_CLOCK_TOWN_BOMBERS_HIDE_SEEK] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un juego de escondidas recompensa con"}}); hintTable[N_CLOCK_TOWN_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a mysterious fox rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a mysterious fox rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_3DAYS] = HintText::Sometimes({ //obscure - Text{"a game for scrubs rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a game for scrubs rewards", "un #pro en vol plané# reçoit", "un campo de juegos para matorrales recompensa con"}}); hintTable[N_CLOCK_TOWN_TREE] = HintText::Sometimes({ //obscure - Text{"a town playground contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a town playground contains", "une #aire de jeu citadine# recèle", "un campo de juegos contiene"}}); hintTable[N_CLOCK_TOWN_OLD_LADY] = HintText::Sometimes({ //obscure - Text{"an old lady's struggle rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an old lady's struggle rewards", "#aider une aînée# octroie", "el forcejeo de una anciana recompensa con"}}); hintTable[N_CLOCK_TOWN_GREAT_FAIRY_HUMAN] = HintText::Sometimes({ //obscure - Text{"the fairy of magi rewardsc", "**FRENCH**", "**SPANISH**"}}); + Text{"the fairy of magi rewardsc", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); hintTable[TINGLE_N_CLOCK_TOWN_CT] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_N_CLOCK_TOWN_WF] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[N_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a correspondence box contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a correspondence box contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); //hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_ADAY] = HintText::Sometimes({ // //obscure - // Text{"a game for scrubs", "**FRENCH**", "**SPANISH**"}); + // Text{"a game for scrubs", "un #jeu pour pestes# offre quotidiennement", "un juego para matorrales contiene"}}); //Road to Snowhead hintTable[ROAD_TO_SNOWHEAD_PILLAR] = HintText::Sometimes({ //obscure - Text{"a cold platform contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a cold platform contains", "une #plateforme froide# recèle", "una plataforma fría contiene"}}); hintTable[ROAD_TO_SNOWHEAD_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a snowy cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a snowy cave contains", "une #grotte assaillie de neige# contient", "una cueva nevada contiene"}}); //Pinnacle Rock hintTable[PINNACLE_ROCK_SEAHORSES] = HintText::Sometimes({ //obscure - Text{"a fishy reunion rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a fishy reunion rewards", "une #réunion de poissons# octroie", "una reunión acuática recompensa con"}}); hintTable[PINNACLE_ROCK_UPPER_CHEST] = HintText::Sometimes({ //obscure - Text{"a marine trench contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a marine trench contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); hintTable[PINNACLE_ROCK_LOWER_CHEST] = HintText::Sometimes({ //obscure - Text{"a marine trench contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a marine trench contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); hintTable[PINNACLE_ROCK_ZORA_EGG1] = HintText::Sometimes({ //obscure - Text{"in a marine trench rests", "**FRENCH**", "**SPANISH**"}}); + Text{"in a marine trench rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); hintTable[PINNACLE_ROCK_ZORA_EGG2] = HintText::Sometimes({ //obscure - Text{"in a marine trench rests", "**FRENCH**", "**SPANISH**"}}); + Text{"in a marine trench rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); hintTable[PINNACLE_ROCK_ZORA_EGG3] = HintText::Sometimes({ //obscure - Text{"in a marine trench rests", "**FRENCH**", "**SPANISH**"}}); + Text{"in a marine trench rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); //Road to Ikana hintTable[ROAD_TO_IKANA_PILLAR_CHEST] = HintText::Sometimes({ //obscure - Text{"a high chest contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a high chest contains", "un #coffre haut-placé# contient", "un cofre en lo alto contiene"}}); hintTable[ROAD_TO_IKANA_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a blocked cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a blocked cave contains", "une #grotte bouchée# contient", "una cueva obstruida contiene"}}); //Road to Southern Swamp hintTable[ROAD_TO_SS_ARCHERY_1] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp game rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); hintTable[ROAD_TO_SS_ARCHERY_2] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp game rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); hintTable[ROAD_TO_SS_TREE] = HintText::Sometimes({ //obscure - Text{"a batty tree contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a batty tree contains", "un #arbre saigneur# recèle", "un árbol repleto de alas negras tiene"}}); hintTable[ROAD_TO_SWAMP_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a southern cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a southern cave contains", "une #grotte australe# contient", "una cueva en el sur contiene"}}); hintTable[TINGLE_ROAD_TO_SS_WF] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_ROAD_TO_SS_SH] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Romani Ranch hintTable[ROMANI_RANCH_ALIEN_DEFENSE] = HintText::Sometimes({ //obscure - Text{"a ranch invasion rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a ranch invasion rewards", "une #invasion de ranch# octroie", "una invasión al rancho recompensa con"}}); hintTable[ROMANI_RANCH_DOG_RACE] = HintText::Sometimes({ //obscure - Text{"a sporting event rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a sporting event rewards", "bien comprendre #les chien-chiens# octroie", "un evento deportivo recompensa con"}}); hintTable[ROMANI_RANCH_GROG] = HintText::Sometimes({ //obscure - Text{"a chicken lover rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a chicken lover rewards", "un #amateur de cocottes# offre", "un amante de las gallinas recompensa con"}}); hintTable[ROMANI_RANCH_CREMIA_ESCORT] = HintText::Sometimes({ //obscure - Text{"an older sister rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an older sister rewards", "une #grande sœur# détient", "una hermana mayor recompensa con"}}); hintTable[ROMANI_RANCH_ROMANIS_GAME] = HintText::Sometimes({ //obscure - Text{"an equine reunion teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"an equine reunion teaches", "une #réunion équestre# enseigne", "una reunión equina recompensa con"}}); hintTable[ROMANI_RANCH_COW_1] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature gives", "#leur cible# prodigue", "una criatura perdida da"}}); hintTable[ROMANI_RANCH_COW_2] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature gives", "#leur cible# prodigue", "una criatura perdida da"}}); hintTable[ROMANI_RANCH_COW_3] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature gives", "#leur cible# prodigue", "una criatura perdida da"}}); hintTable[DOGGY_RACETRACK_ROOF_CHEST] = HintText::Sometimes({ //obscure - Text{"a day at the races contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a day at the races contains", "les #courses sont surplombées# par", "un día en las carreras contiene"}}); //S Clock Town hintTable[S_CLOCK_TOWN_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a town merchant trades", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant trades", "un #marchant citadin# échange", "un mercader en la ciudad intercambia por"}}); hintTable[S_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a correspondence box contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a correspondence box contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); hintTable[S_CLOCK_TOWN_CLOCK_TOWER_ENTRANCE] = HintText::Sometimes({ //obscure - Text{"the tower doors contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the tower doors contains", "un #balcon ponctuel# recèle", "las puertas de la torre contienen"}}); hintTable[S_CLOCK_TOWN_STRAW_ROOF_CHEST] = HintText::Sometimes({ //obscure - Text{"a straw roof contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a straw roof contains", "un #toit de paille# recèle", "un techo de paja contiene"}}); hintTable[S_CLOCK_TOWN_FINAL_DAY_CHEST] = HintText::Sometimes({ //obscure - Text{"a carnival tower contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a carnival tower contains", "le #labeur des charpentiers# révèlent", "la torre del carnaval contiene"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_1] = HintText::Sometimes({ //obscure - Text{"a keeper of wealth rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a keeper of wealth rewards", "un #début d'épargne# confère", "un guardián de riquezas recompensa con"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_2] = HintText::Sometimes({ //obscure - Text{"interest rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"interest rewards", "#accumuler quatre chiffres# confère", "una comisión recompensa con"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_3] = HintText::Sometimes({ //obscure - Text{"being rich rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"being rich rewards", "le #plafond de la fortune# confère", "ser rico recompensa con"}}); //Snowhead hintTable[SNOWHEAD_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of power rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the fairy of power rewards", "la #fée de la force# prodigue", "la hada del poder recompensa con"}}); //Southern Swamp hintTable[SOUTHERN_SWAMP_MUSIC_STATUE] = HintText::Exclude({ //obscure - Text{"a guiding owl teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a guiding owl teaches", "un #sage hibou# enseigne", ""}}); hintTable[SOUTHERN_SWAMP_KOUME] = HintText::Sometimes({ //obscure - Text{"a witch rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a witch rewards", "une #sorcière soignée# octroie", "una bruja recompensa con"}}); hintTable[SOUTHERN_SWAMP_KOTAKE] = HintText::Sometimes({ //obscure - Text{"a sleeping witch rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a sleeping witch rewards", "une #sorcière somnolente# confie", "una bruja durmiente recompensa con"}}); hintTable[SOUTHERN_SWAMP_KOTAKE_IN_WOODS] = HintText::Sometimes({ //obscure - Text{"a witch rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a witch rewards", "une #sorcière inquiète# confie", "una bruja recompensa con"}}); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a southern merchant trades", "**FRENCH**", "**SPANISH**"}}); + Text{"a southern merchant trades", "un #marchand austral# vend", "un mercader del sur intercambia por"}}); hintTable[SOUTHERN_SWAMP_PICTOGRAPH_WINNER] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp game rewards", "gagner un #concours marécageux# octroie", "un juego del pantano recompensa con"}}); hintTable[SOUTHERN_SWAMP_BOAT_ARCHERY] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp game rewards", "#frôler un balai habilement# octroie", "un juego del pantano recompensa con"}}); hintTable[SWAMP_TOURIST_CENTER_ROOF] = HintText::Sometimes({ //obscure - Text{"a tourist center contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a tourist center contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a swampy cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a swampy cave contains", "une #grotte marécageuse# contient", "una cueva pantanosa contiene"}}); hintTable[SOUTHERN_SWAMP_SPIDER_HOUSE_REWARD] = HintText::Sometimes({ //obscure - Text{"a swamp spider man rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp spider man rewards", "un #homme-araignée# est maudit par", "un hombre araña del pantano recompensa con"}}); hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a mystery cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a mystery cave contains", "une #grotte ponctuelle# contient", "una cueva misteriosa contiene"}}); hintTable[SOUTHERN_SWAMP_KOTAKE_MUSHROOM_SALE] = HintText::Sometimes({ //obscure - Text{"a sleeping witch rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a sleeping witch rewards", "une #apothicaire# échange", "una bruja durmiente recompensa con"}}); //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_STANDARD] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "un #cliché banal# octroie", "una toma pantanosa recompensa con"}}); //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_GOOD] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "un #cliché convenable# octroie", "una toma pantanosa recompensa con"}}); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a southern merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a southern merchant sells", "un #marchand austral# vend", "un mercader del sur vende"}}); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE_CLEAR] = HintText::Sometimes({ //obscure - Text{"a southern merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a southern merchant sells", "un #marchand austral# vend", "un mercader del sur vende"}}); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE_CLEAR] = HintText::Sometimes({ //obscure - Text{"a southern merchant trades", "**FRENCH**", "**SPANISH**"}}); + Text{"a southern merchant trades", "un #marchand austral# échange", "un mercader del sur intercambia por"}}); hintTable[SWAMP_TOURIST_CENTER_ROOF_CLEAR] = HintText::Sometimes({ //obscure - Text{"a tourist center contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a tourist center contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); hintTable[POTION_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a potion maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a potion maker sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); hintTable[POTION_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a potion maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a potion maker sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); hintTable[POTION_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a potion maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a potion maker sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); //Stock Pot Inn hintTable[STOCKPOTINN_RESERVATION] = HintText::Sometimes({ //obscure - Text{"checking-in rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"checking-in rewards", "#à l'accueil#, M. @-goro recevra", "registrarse recompensa con"}}); hintTable[STOCKPOTINN_MIDNIGHT_MEETING] = HintText::Sometimes({ //obscure - Text{"a late meeting rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a late meeting rewards", "un #rendez-vous nocturne# octroie", "una reunión tardía recompensa con"}}); hintTable[STOCKPOTINN_TOILET_HAND] = HintText::Sometimes({ //obscure - Text{"a strange palm rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a strange palm rewards", "une #paume étrange# offre", "una palma extraña recompensa con"}}); hintTable[STOCKPOTINN_GRANDMA_SHORT_STORY] = HintText::Sometimes({ //obscure - Text{"an old lady rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an old lady rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); hintTable[STOCKPOTINN_GRANDMA_LONG_STORY] = HintText::Sometimes({ //obscure - Text{"an old lady rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"an old lady rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); hintTable[STOCKPOTINN_ANJU_AND_KAFEI] = HintText::Sometimes({ //obscure - Text{"a lovers' reunion rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a lovers' reunion rewards", "une #réunion d'amants# octroie", "una reunión de amantes recompensa con"}}); hintTable[STOCKPOTINN_STAFF_ROOM_CHEST] = HintText::Sometimes({ //obscure - Text{"an employee room contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an employee room contains", "les #employés# ont accès exclusif sur", "un cuarto de empleados contiene"}}); hintTable[STOCKPOTINN_GUEST_ROOM_CHEST] = HintText::Sometimes({ //obscure - Text{"a guest bedroom contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a guest bedroom contains", "une #chambre réservée# contient", "un cuarto de huéspedes contiene"}}); //Stone Tower hintTable[STONE_TOWER_INVERTED_RIGHT_CHEST] = HintText::Sometimes({ //obscure - Text{"a sky below contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a sky below contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); hintTable[STONE_TOWER_INVERTED_CENTER_CHEST] = HintText::Sometimes({ //obscure - Text{"a sky below contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a sky below contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); hintTable[STONE_TOWER_INVERTED_LEFT_CHEST] = HintText::Sometimes({ //obscure - Text{"a sky below contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a sky below contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); //Termina Field hintTable[TERMINA_FIELD_MOONS_TEAR] = HintText::Sometimes({ //obscure - Text{"a falling star contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a falling star contains", "une #étoile filante# contient", "una estrella fugaz contiene"}}); hintTable[TERMINA_FIELD_GOSSIP_STONES] = HintText::Sometimes({ //obscure - Text{"mysterious stones reward", "**FRENCH**", "**SPANISH**"}}); + Text{"mysterious stones reward", "#mes congénères# offrent", "piedras misteriosas recompensan con"}}); hintTable[TERMINA_FIELD_BUSINESS_SCRUB] = HintText::Sometimes({ //obscure - Text{"a hidden merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a hidden merchant sells", "un #marchand furtif# vend", "un mercader oculto vende"}}); hintTable[TERMINA_FIELD_PEAHAT_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow ground contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a hollow ground contains", "vaincre des #feuilles qui tournent# octroie", "un suelo hueco contiene"}}); hintTable[TERMINA_FIELD_DODONGO_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow ground contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a hollow ground contains", "exterminer des #lézards explosifs# octroie", "un suelo hueco contiene"}}); hintTable[TERMINA_FIELD_BIO_BABA_GROTTO_BEEHIVE] = HintText::Sometimes({ //obscure - Text{"a beehive contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a beehive contains", "une #ruche# contient", "un panal contiene"}}); hintTable[TERMINA_FIELD_KAMARO] = HintText::Sometimes({ //obscure - Text{"a dancer rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a dancer rewards", "une #âme d'artiste# lègue", "un bailarín recompensa con"}}); hintTable[TERMINA_FIELD_PILLAR_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow pillar contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a hollow pillar contains", "un #pilier creux# contient", "un pilar hueco"}}); hintTable[TERMINA_FIELD_GRASS_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a grassy cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a grassy cave contains", "une #grotte sous des herbes# contient", "una cueva herbosa contiene"}}); hintTable[TERMINA_FIELD_UNDERWATER_CHEST] = HintText::Sometimes({ //obscure - Text{"a sunken chest contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a sunken chest contains", "un #coffre inondé des plaines# contient", "un cofre hundido contiene"}}); hintTable[TERMINA_FIELD_GRASS_CHEST] = HintText::Sometimes({ //obscure - Text{"a grassy chest contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a grassy chest contains", "un #coffre herbeux# contient", "un cofre herboso contiene"}}); hintTable[TERMINA_FIELD_STUMP_CHEST] = HintText::Sometimes({ //obscure - Text{"a tree chest contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a tree chest contains", "un #coffre-sur-souche# contient", "un cofre en el árbol contiene"}}); hintTable[TERMINA_FIELD_GROTTO_COW1] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature gives", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); hintTable[TERMINA_FIELD_GROTTO_COW2] = HintText::Sometimes({ //obscure - Text{"a lost creature gibes", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature gibes", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); //Twin Islands hintTable[HOT_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a steamy grotto contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a steamy grotto contains", "un #sauna naturel# contient", "una gruta tórrida contiene"}}); hintTable[TWIN_ISLANDS_GORON_RACE] = HintText::Sometimes({ //obscure - Text{"a sporting event rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a sporting event rewards", "une #compétition épineuse# offre", "un evento deportivo recompensa con"}}); hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hidden cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a hidden cave contains", "la #grotte du conifère solitaire# contient", "una cueva oculta contiene"}}); hintTable[TWIN_ISLANDS_UNDERWATER_RAMP_CHEST] = HintText::Sometimes({ //obscure - Text{"a spring treasure contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a spring treasure contains", "un #trésor printanier immergé# contient", "un tesoro de primavera contiene"}}); hintTable[TWIN_ISLANDS_CAVE_CHEST] = HintText::Sometimes({ //obscure - Text{"a sunken springtime treasure contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a sunken springtime treasure contains", "un #trésor printanier immergé# contient", "un tesoro de primavera hundido contiene"}}); hintTable[TWIN_ISLANDS_LULLABY_INTRO] = HintText::Sometimes({ //obscure - Text{"a goron elder teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a goron elder teaches", "un #ancien aux doigts froids# enseigne", "un anciano goron enseña"}}); hintTable[TINGLE_TWIN_ISLANDS_SH] = HintText::Sometimes({ //obscure - Text{"a map maker sells ", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells ", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_TWIN_ISLANDS_RR] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_TWIN_ISLANDS_SH_SPRING] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_TWIN_ISLANDS_RR_SPRING] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); //W Clock Town hintTable[W_CLOCK_TOWN_BOMB_BAG_BUY] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "l'#artificier citadin# est contraint à vendre", "un mercader de la ciudad vende"}}); hintTable[W_CLOCK_TOWN_BIG_BOMB_BAG_BUY] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "l'#artificier citadin# compte vendre", "un mercader de la ciudad vende"}}); hintTable[W_CLOCK_TOWN_POSTMANS_GAME] = HintText::Sometimes({ //obscure - Text{"a delivery person rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a delivery person rewards", "un #livreur concentré# offre", "un repartidor recompensa con"}}); hintTable[W_CLOCK_TOWN_ROSA_SISTERS] = HintText::Sometimes({ //obscure - Text{"traveling sisters reward", "**FRENCH**", "**SPANISH**"}}); + Text{"traveling sisters reward", "#prendre des disciples# octroie", "las hermanas viajeras recompensan con"}}); hintTable[W_CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Sometimes({ //obscure - Text{"a town game rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a town game rewards", "les #fines lames# reçoivent", "un juego en la ciudad recompensa con"}}); hintTable[W_CLOCK_TOWN_ALL_NIGHT_MASK_BUY] = HintText::Sometimes({ //obscure - Text{"a shady town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a shady town merchant sells", "un #commerce suspect# vend", "un mercader sospechoso en la ciudad vende"}}); hintTable[W_CLOCK_TOWN_BOMB_SHOP_GORON] = HintText::Sometimes({ //obscure - Text{"a town goron merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town goron merchant sells", "les #gorons accrédités# peuvent acheter", "un mercader goron en la ciudad vende"}}); hintTable[W_CLOCK_TOWN_CURIOSITY_BOMB_BAG] = HintText::Sometimes({ //obscure - Text{"a shady town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a shady town merchant sells", "un #commerce suspect# peut recevoir", "un mercader sospechoso en la ciudad vende"}}); //hintTable[W_CLOCK_TOWN_LOTTERY] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "**FRENCH**", "**SPANISH**"}); + // Text{"**ENGLISH**", "un #numéro gagnant# octroie", "un juego de números de suerte en la ciudad recompensa con"}}); hintTable[TRADING_POST_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_4] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_5] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_6] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_7] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_8] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[BOMB_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); hintTable[BOMB_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a town merchant sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); //hintTable[BOMB_SHOP_ITEM_3] = HintText::Sometimes({ // //obscure - // Text{"a town merchant", "**FRENCH**", "**SPANISH**"}); + // Text{"a town merchant", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); //Woodfall hintTable[WOODFALL_BRIDGE_CHEST] = HintText::Sometimes({ //obscure - Text{"a swamp chest contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp chest contains", "un #coffre gardé par une peste# contient", "un cofre en el pantano contiene"}}); hintTable[WOODFALL_BEHIND_OWL_CHEST] = HintText::Sometimes({ //obscure - Text{"a swamp chest contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp chest contains", "un #coffre qui surveille un hibou# contient", "un cofre en el pantano contiene"}}); hintTable[ENTRANCE_TO_WOODFALL_CHEST] = HintText::Sometimes({ //obscure - Text{"a swamp chest contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a swamp chest contains", "un #coffre au ras du poison# contient", "un cofre en el pantano contiene"}}); hintTable[WOODFALL_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of wisdom rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the fairy of wisdom rewards", "la #fée de la sagesse# prodigue", "la hada de la sabiduría recompensa con"}}); //Zora Cape hintTable[ZORA_CAPE_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of courage rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the fairy of courage rewards", "la #fée du courage# prodigue", "la hada del valor recompensa con"}}); hintTable[ZORA_CAPE_BEAVER_RACE_1] = HintText::Sometimes({ //obscure - Text{"a river dweller rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a river dweller rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); hintTable[ZORA_CAPE_BEAVER_RACE_2] = HintText::Sometimes({ //obscure - Text{"a river dweller rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a river dweller rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); hintTable[ZORA_CAPE_LIKE_LIKE] = HintText::Sometimes({ //obscure - Text{"a shield eater contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a shield eater contains", "un #mange-écu# contient", "un devorador de escudos resguarda"}}); hintTable[ZORA_CAPE_LEDGE_NO_TREE] = HintText::Sometimes({ //obscure - Text{"a high place contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a high place contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); hintTable[ZORA_CAPE_LEDGE_WITH_TREE] = HintText::Sometimes({ //obscure - Text{"a high place contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a high place contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); hintTable[ZORA_CAPE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a beach cave contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a beach cave contains", "une #grotte de pêcheur# contient", "una cueva en la playa contiene"}}); hintTable[ZORA_CAPE_UNDERWATER_CHEST] = HintText::Sometimes({ //obscure - Text{"a sunken chest contains ", "**FRENCH**", "**SPANISH**"}}); + Text{"a sunken chest contains ", "un #coffre côtier submergé# contient", "un cofre hundido contiene"}}); //Zora Hall hintTable[ZORA_HALL_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a western merchant trades", "**FRENCH**", "**SPANISH**"}}); + Text{"a western merchant trades", "un #marchant occidental# échange", "un mercader del oeste intercambia por"}}); hintTable[ZORA_HALL_EVAN] = HintText::Sometimes({ //obscure - Text{"a musician rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"a musician rewards", "#se faire voler une chanson# octroie", "un músico recompensa con"}}); hintTable[ZORA_HALL_LULU_ROOM_LEDGE] = HintText::Sometimes({ //obscure - Text{"the singer's room contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the singer's room contains", "la #chambre d'une chanteuse# contient", "el cuarto de la cantante contiene"}}); hintTable[ZORA_HALL_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a western merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a western merchant sells", "un #marchant occidental# vend", "un mercader del oeste vende"}}); //hintTable[ZORA_HALL_STAGE_LIGHTS] = HintText::Sometimes({ // //obscure - // Text{"a fan", "**FRENCH**", "**SPANISH**"}); + // Text{"a fan", "aider l'#équipe technique# octroie", "un fan"}}); //hintTable[ZORA_HALL_BAD_PHOTO_LULU] = HintText::Sometimes({ // //obscure - // Text{"a fan", "**FRENCH**", "**SPANISH**"}); + // Text{"a fan", "un #fan insatisfait# offre", "un fan"}}); //hintTable[ZORA_HALL_GOOD_PHOTO_LULU] = HintText::Sometimes({ // //obscure - // Text{"a fan", "**FRENCH**", "**SPANISH**"}); + // Text{"a fan", "un #fan satisfait# offre", "un fan"}}); hintTable[ZORA_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a zora merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a zora merchant sells", "une #boutique iodée# vend", "un mercader zora vende"}}); hintTable[ZORA_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a zora merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a zora merchant sells", "une #boutique iodée# vend", "un mercader zora vende"}}); hintTable[ZORA_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a zora merchant sells", "**FRENCH**", "**SPANISH**"}}); + Text{"a zora merchant sells", "une #boutique iodée# vend", "un mercader zora vende"}}); /*------------------------- | DUNGEON LOCATION TEXT | -------------------------*/ hintTable[WOODFALL_TEMPLE_HEROS_BOW_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_SMALL_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_DEKU_PRINCESS] = HintText::Exclude({ //obscure - Text{"the sleeping temple rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the sleeping temple rewards", "le #temple endormi# détient", "el templo durmiente contiene"}}); hintTable[WF_SF_ENTRANCE_FAIRY] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_ENTRANCE_PLATFORM] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_MAIN_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_MAIN_ROOM_SWITCH] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_LOWER_RIGHT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_UPPER_RIGHT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_UPPER_LEFT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_PILLAR_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_DEKU_BABA] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_DRAGONFLY_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_SKULLTULA] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_DARK_ROOM] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_JAR_FAIRY] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_BRIDGE_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PLATFORM_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); hintTable[ODOLWA_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked evil contains", "occire le #guerrier de la jungle# octroie", "un mal enmascarado contiene"}}); hintTable[GIANTS_OATH_TO_ORDER] = HintText::Exclude({ //obscure - Text{"a gentile giant teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a gentile giant teaches", "un #gentil géant# enseigne", ""}}); //Snowhead Temple hintTable[SNOWHEAD_TEMPLE_FIRE_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_BLOCK_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_ICICLE_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_BRIDGE_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SH_SF_SNOW_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_CEILING_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_DINOLFOS_1] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_DINOLFOS_2] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_BRIDGE_ROOM_LEDGE_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_BRIDGE_ROOM_PILLAR_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_MAP_ROOM_FAIRY] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_MAP_ROOM_LEDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_BASEMENT] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_TWIN_BLOCK] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_ICICLE_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_MAIN_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_PILLAR_FREEZARDS] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_ICE_PUZZLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_CRATE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); hintTable[GOHT_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked evil contains", "abattre un #gros taureau# détient", "un mal enmascarado contiene"}}); //Great bay Temple hintTable[GBT_ICE_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_SMALL_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_SF_SKULLTULA] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WATER_CONTROL_UNDERWATER_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WATERWHEEL_ROOM_LOWER] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WATERWHEEL_ROOM_UPPER] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_GREEN_VALVE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_SEESAW_ROOM] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_ENTRANCE_TORCHES] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_BIO_BABAS] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_UNDERWATER_BARREL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WHIRLPOOL_BARREL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WHIRLPOOL_JAR] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_DEXIHANDS_JAR] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_LEDGE_JAR] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_PRE_BOSS_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_PRE_BOSS_ROOM_UNDERWATER_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GYORG_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked evil contains", "abattre un #énorme poisson# octroie", "un mal enmascarado contiene"}}); //Stone Tower Temple hintTable[STONE_TOWER_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_BRIDGE_SWITCH_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_UPDRAFT_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_UPRIGHT_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_LIGHT_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_GIANTS_MASK_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[ST_SF_MIRROR_SUN_BLOCK] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_LAVA_ROOM_LEDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_LAVA_ROOM_FIRE_RING] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_EYEGORE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_UPDRAFT_FIRE_RING] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_MIRROR_SUN_SWITCH] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_BOSS_WARP] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_WIZZROBE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_DEATH_ARMOS] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_UPDRAFT_FROZEN_EYE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_THIN_BRIDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_BASEMENT_LEDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_STATUE_EYE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_UNDERWATER] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_BRIDGE_CRYSTAL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[TWINMOLD_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked evil contains", "occire les #mille-pattes jumeaux# octroie", "un mal enmascarado contiene"}}); //Pirate Fortress hintTable[PF_INTERIOR_HOOKSHOT_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_LOWER_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_UPPER_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_TANK_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_GUARD_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_CAGE_ROOM_SHALLOW_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_CAGE_ROOM_DEEP_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_MAZE_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_SEWER_CAGE] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_EXTERIOR_LOG_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_EXTERIOR_SAND_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_EXTERIOR_CORNER_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_INVISIBLE_SOLDIER] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "**FRENCH**", "**SPANISH**"}}); + Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_HOOKSHOT_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); + Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); hintTable[PF_INT_GUARD_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); + Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); hintTable[PF_INT_BARREL_MAZE_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); + Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); hintTable[PF_INT_LAVA_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "**FRENCH**", "**SPANISH**"}}); + Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); //Beneath the Well hintTable[BENEATH_THE_WELL_MIRROR_SHIELD_CHEST] = HintText::Exclude({ //obscure - Text{"a frightful exchange contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a frightful exchange contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); hintTable[WELL_LEFT_PATH_CHEST] = HintText::Exclude({ //obscure - Text{"a frightful exchange contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a frightful exchange contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); hintTable[WELL_RIGHT_PATH_CHEST] = HintText::Exclude({ //obscure - Text{"a frightful exchange contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a frightful exchange contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); hintTable[BENEATH_THE_WELL_COW] = HintText::Exclude({ //obscure - Text{"a lost creature contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a lost creature contains", "la #source laitière des puits# prodigue", "una criatura perdida da"}}); //Ikana Castle hintTable[IKANA_CASTLE_PILLAR] = HintText::Exclude({ //obscure - Text{"a fiery pilar contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a fiery pilar contains", "un #pilier enflammé# garde", "un pilar en llamas contiene"}}); hintTable[IKANA_CASTLE_IKANA_KING] = HintText::Exclude({ //obscure - Text{"a fallen king teaches", "**FRENCH**", "**SPANISH**"}}); + Text{"a fallen king teaches", "un #roi déchu# enseigne", "un rey caído enseña"}}); //Secret Shrine hintTable[SECRET_SHRINE_DINOLFOS_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a secret place contains", "#deux fois deux cœurs# débloque", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_WIZZROBE_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a secret place contains", "#huit cœurs# débloquent", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_WART_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a secret place contains", "une #douzaine de cœurs# débloquent", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_GARO_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a secret place contains", "#seize cœurs# débloquent", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_FINAL_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a secret place contains", "#triompher de moult revanches# octroie", "un lugar secreto contiene"}}); //The Moon hintTable[THE_MOON_DEKU_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked child's game contains", "un #cache-cache feuillu# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_GORON_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked child's game contains", "un #cache-cache roulant# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_ZORA_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked child's game contains", "un #cache-cache aquatique# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_LINK_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked child's game contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_GARO_CHEST] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked child's game contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_IRON_KNUCKLE_CHEST] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "**FRENCH**", "**SPANISH**"}}); + Text{"a masked child's game contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_MAJORA_CHILD] = HintText::Exclude({ //obscure - Text{"the lonely child rewards", "**FRENCH**", "**SPANISH**"}}); + Text{"the lonely child rewards", "l'#enfant isolé# décerne", "el niño solitario recompensa con"}}); //Southern Swamp Skulltula House hintTable[SSH_MAIN_ROOM_NEAR_CEILING] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_WATER] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_LOWER_LEFT_SOIL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_LOWER_RIGHT_SOIL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_UPPER_SOIL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_PILLAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_UPPER_PILLAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_CRATE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_CRATE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_TORCH] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_ON_MONUMENT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_LOWER_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_NEAR_CEILING] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_PILLAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_POT_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_POT_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_BEHIND_VINES] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_BEEHIVE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_BEEHIVE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_TREE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_TREE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_TREE_3] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_GRASS_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_GRASS_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); //Oceanside spider House hintTable[OSH_ENTRANCE_LEFT_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_ENTRANCE_RIGHT_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_ENTRANCE_WEB] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_HOLE_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_HOLE_BEHIND_CABINET] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_ON_CORNER_BOOKSHELF] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_CEILING_PLANK] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_WEBBED_HOLE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_WEBBED_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_UPPER_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_LOWER_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_CEILING_WEB] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_BEHIND_CRATE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_CRATE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_BARREL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_3] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "**FRENCH**", "**SPANISH**"}}); + Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); /*---------------------- | REGION HINT TEXT | ----------------------*/ - hintTable[LINKS_POCKET] = HintText::Region({Text{"Your Pocket", "**FRENCH**", "**SPANISH**"}}); - hintTable[N_CLOCK_TOWN] = HintText::Region({Text{"N Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_FAIRY_FOUNTAIN] = HintText::Region({Text{"Clock Town Fairy Fountain", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_DEKU_PLAYGROUND] = HintText::Region({Text{"Deku Playground", "**FRENCH**", "**SPANISH**"}}); - hintTable[E_CLOCK_TOWN] = HintText::Region({Text{"E Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[STOCKPOTINN] = HintText::Region({Text{"Stock Pot Inn", "**FRENCH**", "**SPANISH**"}}); - hintTable[STOCKPOTINN_GUEST_ROOM] = HintText::Region({Text{"Stock Pot Inn", "**FRENCH**", "**SPANISH**"}}); - hintTable[STOCKPOTINN_STAFF_ROOM] = HintText::Region({Text{"Stock Pot Inn", "**FRENCH**", "**SPANISH**"}}); - hintTable[STOCKPOTINN_GRANDMA_ROOM] = HintText::Region({Text{"Stock Pot Inn", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_OBSERVATORY] = HintText::Region({Text{"Observatory", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_BAR] = HintText::Region({Text{"Milk Bar", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_HONEY_DARLING] = HintText::Region({Text{"E Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_TREASURE_CHEST_GAME] = HintText::Region({Text{"E Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_ARCHERY] = HintText::Region({Text{"E Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_MAYOR_HOUSE] = HintText::Region({Text{"E Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[W_CLOCK_TOWN] = HintText::Region({Text{"W Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Region({Text{"W Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_POSTMAN_HOUSE] = HintText::Region({Text{"W Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_LOTTERY] = HintText::Region({Text{"W Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_BOMB_SHOP] = HintText::Region({Text{"W Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_TRADING_POST] = HintText::Region({Text{"W Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWN_CURIOSITY_SHOP] = HintText::Region({Text{"W Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[S_CLOCK_TOWN] = HintText::Region({Text{"S Clock Town", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWER] = HintText::Region({Text{"Clock Tower", "**FRENCH**", "**SPANISH**"}}); - hintTable[CLOCK_TOWER_ROOF] = HintText::Region({Text{"Clock Tower Roof", "**FRENCH**", "**SPANISH**"}}); - hintTable[LAUNDRY_POOL] = HintText::Region({Text{"Laundry Pool", "**FRENCH**", "**SPANISH**"}}); - hintTable[LAUNDRY_POOL_KAFEI_HIDEOUT] = HintText::Region({Text{"Laundry Pool", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_PEAHAT_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_DODONGO_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_BIO_BABA_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_PILLAR_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_GRASS_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_BUSINESS_SCRUB_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_COW_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[TERMINA_FIELD_GOSSIP_STONES_GROTTO] = HintText::Region({Text{"Termina Field", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROAD_TO_SOUTHERN_SWAMP] = HintText::Region({Text{"Road to Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROAD_TO_SOUTHERN_SWAMP_ARCHERY] = HintText::Region({Text{"Road to Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROAD_TO_SWAMP_GROTTO] = HintText::Region({Text{"Road to Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[SOUTHERN_SWAMP] = HintText::Region({Text{"Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[SWAMP_TOURIST_CENTER] = HintText::Region({Text{"Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[SOUTHERN_SWAMP_HAGS_POTION_SHOP] = HintText::Region({Text{"Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[MYSTERY_WOODS] = HintText::Region({Text{"Mystery Woods", "**FRENCH**", "**SPANISH**"}}); - hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO] = HintText::Region({Text{"Mystery Woods", "**FRENCH**", "**SPANISH**"}}); - hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO] = HintText::Region({Text{"Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[SOUTHERN_SWAMP_TOP] = HintText::Region({Text{"Southern Swamp", "**FRENCH**", "**SPANISH**"}}); - hintTable[DEKU_PALACE] = HintText::Region({Text{"Deku Palace", "**FRENCH**", "**SPANISH**"}}); - hintTable[DEKU_PALACE_INTERIOR] = HintText::Region({Text{"Deku Palace", "**FRENCH**", "**SPANISH**"}}); - hintTable[DEKU_PALACE_BEAN_GROTTO] = HintText::Region({Text{"Deku Palace", "**FRENCH**", "**SPANISH**"}}); - hintTable[DEKU_SHRINE] = HintText::Region({Text{"Deku Palace", "**FRENCH**", "**SPANISH**"}}); - hintTable[WOODFALL] = HintText::Region({Text{"Woodfall", "**FRENCH**", "**SPANISH**"}}); - hintTable[WOODFALL_FAIRY_FOUNTAIN] = HintText::Region({Text{"Woodfall Fairy Foutain", "**FRENCH**", "**SPANISH**"}}); - hintTable[PATH_TO_MOUNTAIN_VILLAGE] = HintText::Region({Text{"Path to Mountain Vilage", "**FRENCH**", "**SPANISH**"}}); - hintTable[MOUNTAIN_VILLAGE] = HintText::Region({Text{"Mountain Village", "**FRENCH**", "**SPANISH**"}}); - hintTable[GORON_GRAVEYARD] = HintText::Region({Text{"Goron Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[MOUNTAIN_SMITHY] = HintText::Region({Text{"Mountain Village", "**FRENCH**", "**SPANISH**"}}); - hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO] = HintText::Region({Text{"Mountain Village", "**FRENCH**", "**SPANISH**"}}); - hintTable[TWIN_ISLANDS] = HintText::Region({Text{"Twin Islands", "**FRENCH**", "**SPANISH**"}}); - hintTable[GORON_RACETRACK] = HintText::Region({Text{"Goron Racetrack", "**FRENCH**", "**SPANISH**"}}); - hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO] = HintText::Region({Text{"Twin Islands", "**FRENCH**", "**SPANISH**"}}); - hintTable[TWIN_ISLANDS_SPRING_WATER_GROTTO] = HintText::Region({Text{"Twin Islands", "**FRENCH**", "**SPANISH**"}}); - hintTable[GORON_VILLAGE] = HintText::Region({Text{"Goron Village", "**FRENCH**", "**SPANISH**"}}); - hintTable[GORON_VILLAGE_LENS_CAVE] = HintText::Region({Text{"Goron Village", "**FRENCH**", "**SPANISH**"}}); - hintTable[GORON_VILLAGE_INTERIOR] = HintText::Region({Text{"Goron Village", "**FRENCH**", "**SPANISH**"}}); - hintTable[GORON_VILLAGE_SHOP] = HintText::Region({Text{"Goron Village", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROAD_TO_SNOWHEAD] = HintText::Region({Text{"Road to Snowhead", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROAD_TO_SNOWHEAD_GROTTO] = HintText::Region({Text{"Road to Snowhead", "**FRENCH**", "**SPANISH**"}}); - hintTable[SNOWHEAD] = HintText::Region({Text{"Snowhead", "**FRENCH**", "**SPANISH**"}}); - hintTable[SNOWHEAD_FAIRY_FOUNTAIN] = HintText::Region({Text{"Snowhead Fairy Fountain", "**FRENCH**", "**SPANISH**"}}); - hintTable[MILK_ROAD] = HintText::Region({Text{"Milk Road", "**FRENCH**", "**SPANISH**"}}); - hintTable[GORMAN_TRACK] = HintText::Region({Text{"Gorman Track", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROMANI_RANCH] = HintText::Region({Text{"Romani Ranch", "**FRENCH**", "**SPANISH**"}}); - hintTable[DOGGY_RACETRACK] = HintText::Region({Text{"Romani Ranch", "**FRENCH**", "**SPANISH**"}}); - hintTable[CUCCO_SHACK] = HintText::Region({Text{"Romani Ranch", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROMANI_RANCH_HOUSE] = HintText::Region({Text{"Romani Ranch", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROMANI_RANCH_BARN] = HintText::Region({Text{"Romani Ranch", "**FRENCH**", "**SPANISH**"}}); - hintTable[GREAT_BAY_COAST] = HintText::Region({Text{"Great Bay Coast", "**FRENCH**", "**SPANISH**"}}); - hintTable[GREAT_BAY_COAST_MARINE_LAB] = HintText::Region({Text{"Great Bay Coast", "**FRENCH**", "**SPANISH**"}}); - hintTable[GREAT_BAY_COAST_GROTTO] = HintText::Region({Text{"Great Bay Coast", "**FRENCH**", "**SPANISH**"}}); - hintTable[GREAT_BAY_COAST_COW_GROTTO] = HintText::Region({Text{"Great Bay Coast", "**FRENCH**", "**SPANISH**"}}); - hintTable[FISHERMAN_HUT] = HintText::Region({Text{"Great Bay Coast", "**FRENCH**", "**SPANISH**"}}); - hintTable[PINNACLE_ROCK] = HintText::Region({Text{"Pinnacle Rock", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_CAPE] = HintText::Region({Text{"Zora Cape", "**FRENCH**", "**SPANISH**"}}); - hintTable[WATERFALL_RAPIDS] = HintText::Region({Text{"Zora Cape", "**FRENCH**", "**SPANISH**"}}); - hintTable[GREAT_BAY_FAIRY_FOUNTAIN] = HintText::Region({Text{"Zora Cape Fairy Fountain", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_CAPE_GROTTO] = HintText::Region({Text{"Zora Cape", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_HALL] = HintText::Region({Text{"Zora Hall", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_HALL_EVANS_ROOM] = HintText::Region({Text{"Zora Hall", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_HALL_LULUS_ROOM] = HintText::Region({Text{"Zora Hall", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_HALL_JAPAS_ROOM] = HintText::Region({Text{"Zora Hall", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_HALL_TIJOS_ROOM] = HintText::Region({Text{"Zora Hall", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_HALL_SHOP] = HintText::Region({Text{"Zora Hall", "**FRENCH**", "**SPANISH**"}}); - hintTable[ZORA_HALL_BACK_ENTRANCE] = HintText::Region({Text{"Zora Hall", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROAD_TO_IKANA] = HintText::Region({Text{"Road to Ikana", "**FRENCH**", "**SPANISH**"}}); - hintTable[ROAD_TO_IKANA_GROTTO] = HintText::Region({Text{"Road to Ikana", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_GROTTO] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_BELOW_GRAVE1] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_BATS_ROOM] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_TABLET_ROOM] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_BELOW_GRAVE2] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_PRE_IRON_KNUCKLE_ROOM] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_IRON_KNUCKLE_ROOM] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_GRAVEYARD_BELOW_GRAVE3] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[DAMPES_HUT] = HintText::Region({Text{"Ikana Graveyard", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_CANYON] = HintText::Region({Text{"Ikana Canyon", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_CANYON_UPPER] = HintText::Region({Text{"Ikana Canyon", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_CANYON_CAVE] = HintText::Region({Text{"Ikana Canyon", "**FRENCH**", "**SPANISH**"}}); - hintTable[SAKONS_HIDEOUT] = HintText::Region({Text{"Ikana Canyon", "**FRENCH**", "**SPANISH**"}}); - hintTable[MUSIC_BOX_HOUSE] = HintText::Region({Text{"Ikana Canyon", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_CANYON_POE_HUT] = HintText::Region({Text{"Ikana Canyon", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_CANYON_GREAT_FAIRY_FOUNTAIN] = HintText::Region({Text{"Ikana Canyon Fairy Foutain", "**FRENCH**", "**SPANISH**"}}); - hintTable[IKANA_CANYON_SECRET_SHRINE_GROTTO] = HintText::Region({Text{"Ikana Canyon", "**FRENCH**", "**SPANISH**"}}); - hintTable[STONE_TOWER] = HintText::Region({Text{"Stone Tower", "**FRENCH**", "**SPANISH**"}}); - hintTable[INVERTED_STONE_TOWER] = HintText::Region({Text{"Stone Tower", "**FRENCH**", "**SPANISH**"}}); - + hintTable[LINKS_POCKET] = HintText::Region({Text{"Your Pocket", "tes poches", ""}}); + hintTable[N_CLOCK_TOWN] = HintText::Region({Text{"N Clock Town", "Cadranbourg-Nord", "Norte de la Ciudad Reloj", "", "le nord de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_FAIRY_FOUNTAIN] = HintText::Region({Text{"Clock Town Fairy Fountain", "la fontaine de fées de Cadranbourg", "Fuente de las hadas de Ciudad Reloj", "", "la fontaine de fées de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_DEKU_PLAYGROUND] = HintText::Region({Text{"Deku Playground", "l'aire de jeux des pestes mojo", "Campo de Juegos Deku"}}); + hintTable[E_CLOCK_TOWN] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN_GUEST_ROOM] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN_STAFF_ROOM] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN_GRANDMA_ROOM] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_OBSERVATORY] = HintText::Region({Text{"Observatory", "l'observatoire céleste", "Observatorio Astronónico"}}); + hintTable[CLOCK_TOWN_BAR] = HintText::Region({Text{"Milk Bar", "le bar laitier", "Bar Lácteo"}}); + hintTable[CLOCK_TOWN_HONEY_DARLING] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_TREASURE_CHEST_GAME] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_ARCHERY] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_MAYOR_HOUSE] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[W_CLOCK_TOWN] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_POSTMAN_HOUSE] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_LOTTERY] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_BOMB_SHOP] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_TRADING_POST] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_CURIOSITY_SHOP] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[S_CLOCK_TOWN] = HintText::Region({Text{"S Clock Town", "Cadranbourg-Sud", "Sur de la Ciudad Reloj", "", "le sud de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWER] = HintText::Region({Text{"Clock Tower", "la tour du cadran", "Torre del Reloj", "", "la tour du clocher", ""}}); + hintTable[CLOCK_TOWER_ROOF] = HintText::Region({Text{"Clock Tower Roof", "le toit de la tour du cadran", "Cima de la Torre del Reloj", "", "le toit de la tour du clocher", ""}}); + hintTable[LAUNDRY_POOL] = HintText::Region({Text{"Laundry Pool", "le lavoir", "Lavadero"}}); + hintTable[LAUNDRY_POOL_KAFEI_HIDEOUT] = HintText::Region({Text{"Laundry Pool", "le lavoir", "Lavadero"}}); + hintTable[TERMINA_FIELD] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_PEAHAT_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_DODONGO_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_BIO_BABA_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_PILLAR_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_GRASS_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_BUSINESS_SCRUB_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_COW_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[TERMINA_FIELD_GOSSIP_STONES_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); + hintTable[ROAD_TO_SOUTHERN_SWAMP] = HintText::Region({Text{"Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); + hintTable[ROAD_TO_SOUTHERN_SWAMP_ARCHERY] = HintText::Region({Text{"Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); + hintTable[ROAD_TO_SWAMP_GROTTO] = HintText::Region({Text{"Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); + hintTable[SOUTHERN_SWAMP] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[SWAMP_TOURIST_CENTER] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[SOUTHERN_SWAMP_HAGS_POTION_SHOP] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[MYSTERY_WOODS] = HintText::Region({Text{"Mystery Woods", "le boisé mystérieux", "Bosque Misterioso", "", "les bois-mystère", ""}}); + hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO] = HintText::Region({Text{"Mystery Woods", "le boisé mystérieux", "Bosque Misterioso", "", "les bois-mystère", ""}}); + hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[SOUTHERN_SWAMP_TOP] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[DEKU_PALACE] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[DEKU_PALACE_INTERIOR] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[DEKU_PALACE_BEAN_GROTTO] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[DEKU_SHRINE] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[WOODFALL] = HintText::Region({Text{"Woodfall", "Boisé-les-Cascades", "Bosque Catarata", "", "Bois-Cascade", ""}}); + hintTable[WOODFALL_FAIRY_FOUNTAIN] = HintText::Region({Text{"Woodfall Fairy Foutain", "la fontaine des fées de Boisé-les-Cascades", "Fuente de las hadas del Bosque Catarata", "", "la fontaine des fées de Bois-Cascade", ""}}); + hintTable[PATH_TO_MOUNTAIN_VILLAGE] = HintText::Region({Text{"Path to Mountain Vilage", "la route vers le village dans la montagne", "Camino al Pueblo de la Montaña"}}); + hintTable[MOUNTAIN_VILLAGE] = HintText::Region({Text{"Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); + hintTable[GORON_GRAVEYARD] = HintText::Region({Text{"Goron Graveyard", "le cimetière des Gorons", "Cementerio Goron"}}); + hintTable[MOUNTAIN_SMITHY] = HintText::Region({Text{"Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); + hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO] = HintText::Region({Text{"Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); + hintTable[TWIN_ISLANDS] = HintText::Region({Text{"Twin Islands", "la route du village goron", "Islas Gemelas"}}); + hintTable[GORON_RACETRACK] = HintText::Region({Text{"Goron Racetrack", "la course des Gorons", "Circuito de carreras Goron"}}); + hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO] = HintText::Region({Text{"Twin Islands", "la route du village goron", "Islas Gemelas"}}); + hintTable[TWIN_ISLANDS_SPRING_WATER_GROTTO] = HintText::Region({Text{"Twin Islands", "la route du village goron", "Islas Gemelas"}}); + hintTable[GORON_VILLAGE] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[GORON_VILLAGE_LENS_CAVE] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[GORON_VILLAGE_INTERIOR] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[GORON_VILLAGE_SHOP] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[ROAD_TO_SNOWHEAD] = HintText::Region({Text{"Road to Snowhead", "la route du Pic des neiges", "Camino al Pico Nevado", "", "la route du pic des Neiges", ""}}); + hintTable[ROAD_TO_SNOWHEAD_GROTTO] = HintText::Region({Text{"Road to Snowhead", "la route du Pic des neiges", "Camino al Pico Nevado", "", "la route du pic des Neiges", ""}}); + hintTable[SNOWHEAD] = HintText::Region({Text{"Snowhead", "le Pic des neiges", "Pico Nevado", "", "le pic des Neiges", ""}}); + hintTable[SNOWHEAD_FAIRY_FOUNTAIN] = HintText::Region({Text{"Snowhead Fairy Fountain", "la fontaine de fées du Pic des neiges", "Fuente de las hadas del Pico Nevado", "", "la fontaine de fées du pic des Neiges", ""}}); + hintTable[MILK_ROAD] = HintText::Region({Text{"Milk Road", "la route du lait", "Camino Lácteo"}}); + hintTable[GORMAN_TRACK] = HintText::Region({Text{"Gorman Track", "la piste des Gorman", "Circuito de Gorman"}}); + hintTable[ROMANI_RANCH] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); + hintTable[DOGGY_RACETRACK] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); + hintTable[CUCCO_SHACK] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); + hintTable[ROMANI_RANCH_HOUSE] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); + hintTable[ROMANI_RANCH_BARN] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); + hintTable[GREAT_BAY_COAST] = HintText::Region({Text{"Great Bay Coast", "la côte de la Grande Baie", "Costa de la Gran Bahía"}}); + hintTable[GREAT_BAY_COAST_MARINE_LAB] = HintText::Region({Text{"Great Bay Coast", "la côte de la Grande Baie", "Costa de la Gran Bahía"}}); + hintTable[GREAT_BAY_COAST_GROTTO] = HintText::Region({Text{"Great Bay Coast", "la côte de la Grande Baie", "Costa de la Gran Bahía"}}); + hintTable[GREAT_BAY_COAST_COW_GROTTO] = HintText::Region({Text{"Great Bay Coast", "la côte de la Grande Baie", "Costa de la Gran Bahía"}}); + hintTable[FISHERMAN_HUT] = HintText::Region({Text{"Great Bay Coast", "la côte de la Grande Baie", "Costa de la Gran Bahía"}}); + hintTable[PINNACLE_ROCK] = HintText::Region({Text{"Pinnacle Rock", "le Pic de pierre", "Roca Pináculo", "", "le puits de pierre", ""}}); + hintTable[ZORA_CAPE] = HintText::Region({Text{"Zora Cape", "le cap des Zoras", "Cabo Zora"}}); + hintTable[WATERFALL_RAPIDS] = HintText::Region({Text{"Zora Cape", "le cap des Zoras", "Cabo Zora"}}); + hintTable[GREAT_BAY_FAIRY_FOUNTAIN] = HintText::Region({Text{"Zora Cape Fairy Fountain", "la fontaine des fées du cap des Zoras", "Fuente de las hadas de la Gran Bahía"}}); + hintTable[ZORA_CAPE_GROTTO] = HintText::Region({Text{"Zora Cape", "le cap des Zoras", "Cabo Zora"}}); + hintTable[ZORA_HALL] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); + hintTable[ZORA_HALL_EVANS_ROOM] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); + hintTable[ZORA_HALL_LULUS_ROOM] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); + hintTable[ZORA_HALL_JAPAS_ROOM] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); + hintTable[ZORA_HALL_TIJOS_ROOM] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); + hintTable[ZORA_HALL_SHOP] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); + hintTable[ZORA_HALL_BACK_ENTRANCE] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); + hintTable[ROAD_TO_IKANA] = HintText::Region({Text{"Road to Ikana", "la route d'Ikana", "Camino a Ikana"}}); + hintTable[ROAD_TO_IKANA_GROTTO] = HintText::Region({Text{"Road to Ikana", "la route d'Ikana", "Camino a Ikana"}}); + hintTable[IKANA_GRAVEYARD] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_GROTTO] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_BELOW_GRAVE1] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_BATS_ROOM] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_TABLET_ROOM] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_BELOW_GRAVE2] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_PRE_IRON_KNUCKLE_ROOM] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_IRON_KNUCKLE_ROOM] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_GRAVEYARD_BELOW_GRAVE3] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[DAMPES_HUT] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); + hintTable[IKANA_CANYON] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); + hintTable[IKANA_CANYON_UPPER] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); + hintTable[IKANA_CANYON_CAVE] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); + hintTable[SAKONS_HIDEOUT] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); + hintTable[MUSIC_BOX_HOUSE] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); + hintTable[IKANA_CANYON_POE_HUT] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); + hintTable[IKANA_CANYON_GREAT_FAIRY_FOUNTAIN] = HintText::Region({Text{"Ikana Canyon Fairy Foutain", "la fontaine des fées du canyon d'Ikana", "Fuente de las hadas del Cañón de Ikana", "", "la fontaine des fées de la vallée d'Ikana", ""}}); + hintTable[IKANA_CANYON_SECRET_SHRINE_GROTTO] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); + hintTable[STONE_TOWER] = HintText::Region({Text{"Stone Tower", "la forteresse de pierre", "Torre de Piedra"}}); + hintTable[INVERTED_STONE_TOWER] = HintText::Region({Text{"Stone Tower", "la forteresse de pierre", "Torre de Piedra"}}); /*--------------------- | JUNK HINT TEXT | ---------------------*/ - hintTable[JUNK01] = HintText::Junk({Text{"That's no moon.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK02] = HintText::Junk({Text{"The moon is haunted.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK03] = HintText::Junk({Text{"Majora has sick dance moves.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK04] = HintText::Junk({Text{"Making hints is hard.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK05] = HintText::Junk({Text{"May the way of the Hero lead to the Triforce.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK06] = HintText::Junk({Text{"They say that the final item you're looking for can be found somewhere in Termina.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK07] = HintText::Junk({Text{"They say that 85 percent of statistics are made up", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK08] = HintText::Junk({Text{"They say the golden dog is picked as the winner most often", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK09] = HintText::Junk({Text{"Be patient young grasshopper", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK10] = HintText::Junk({Text{"The Ikana King used to be quite handsome", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK11] = HintText::Junk({Text{"If the Goron Elder is frozen how does he move each day", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK12] = HintText::Junk({Text{"The Owl's feathers lead the way", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK13] = HintText::Junk({Text{"The Happy Mask Salesman doesn't sleep", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK14] = HintText::Junk({Text{"why do they call it oven when you of in the cold food of out hot eat the food", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK15] = HintText::Junk({Text{"It seems Link has difficulties remembering music without the help of a fairy.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK16] = HintText::Junk({Text{"Pickle.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK17] = HintText::Junk({Text{"Why is it called The Legend of Zelda Majora's Mask when Zelda isn't here?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK18] = HintText::Junk({Text{"They say you can find the Star Fox cast in your mask inventory screen.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK19] = HintText::Junk({Text{"They say #L# is Real 2401.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK20] = HintText::Junk({Text{"They say #The Moon# blinks if you stare long enough", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK21] = HintText::Junk({Text{"They say bunnies have a really good sense of time.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK22] = HintText::Junk({Text{"They say this game has a method of infinitely jumping.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK23] = HintText::Junk({Text{"According to all known laws of aviation there is no way a Zora should be able to fly.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK24] = HintText::Junk({Text{"Why is Zelda green?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK25] = HintText::Junk({Text{"Did you know for the first time in 23 years, in 2023 Waluigi didn't star in a game?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK26] = HintText::Junk({Text{"Here's a hint, @. Don't be bad.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK27] = HintText::Junk({Text{"They say this randomizer actually took longer to develop than the original Majora's Mask.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK28] = HintText::Junk({Text{"They say pirates are allergic to #bees#.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK29] = HintText::Junk({Text{"Ocean man, take me by the hand.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK30] = HintText::Junk({Text{"Special shoutouts to ennopp who plays piano during this cutscene", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK31] = HintText::Junk({Text{"Did you know it's actually surprisingly easy to mod a 3DS?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK32] = HintText::Junk({Text{"Zora eggs are quite delicious.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK33] = HintText::Junk({Text{"Zabora and Gabora have gotten better at making swords that stay sharp.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK34] = HintText::Junk({Text{"They say Tacoman369 has never defeated Majora.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK35] = HintText::Junk({Text{"L2P @.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK36] = HintText::Junk({Text{"They say the #Majora's Mask 3D Randomizer# developers are cool people.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK37] = HintText::Junk({Text{"Also try #Ocarina of Time 3D Randomizer#!", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK38] = HintText::Junk({Text{"The single rupee is a unique item.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK39] = HintText::Junk({Text{"Hey, listen!", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK40] = HintText::Junk({Text{"They say even the Hero of Time can't help everyone.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK41] = HintText::Junk({Text{"The dirt around here tastes really good.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK42] = HintText::Junk({Text{"Talk to me again for the best hint.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK43] = HintText::Junk({Text{"They say Gorons discovered a method of space travel.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK44] = HintText::Junk({Text{"I AM ERROR", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK45] = HintText::Junk({Text{"Real 3DS ZELDA players use motion controls.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK46] = HintText::Junk({Text{"Real ZELDA players use HOLD targeting.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK47] = HintText::Junk({Text{"They say items are random...", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK48] = HintText::Junk({Text{"Dear Mario, please come to the castle. I've baked a cake for you. Yours truly, Princess Toadstool, Peach", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK49] = HintText::Junk({Text{"They say the key to victory is beating the game...", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK50] = HintText::Junk({Text{"They say the gold dog cheats.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK51] = HintText::Junk({Text{"They say @ drowned.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK52] = HintText::Junk({Text{"Goodbye then.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK53] = HintText::Junk({Text{"You've met with a terrible hint, haven't you?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK54] = HintText::Junk({Text{"I'm stoned. Get it?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK55] = HintText::Junk({Text{"One who doesn't have all the masks will not get a #special reward#", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK56] = HintText::Junk({Text{"They say the #blue dog# will win a race some day...", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK57] = HintText::Junk({Text{"Remember to check your 3DS battery level and save often.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK58] = HintText::Junk({Text{"Just be a rock.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK59] = HintText::Junk({Text{"I can't feel my legs!", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK60] = HintText::Junk({Text{"What are you staring at?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK61] = HintText::Junk({Text{"Glitches are a pathway to many abilities some consider to be... Unnatural.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK62] = HintText::Junk({Text{"You ever just feel like smashing that $ button?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK63] = HintText::Junk({Text{"I think the Mask of Truth has it's uses!", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK64] = HintText::Junk({Text{"There's a lot of eyes here, isn't there?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK65] = HintText::Junk({Text{"I think that #large object in the sky# hasn't moved in a few days.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK66] = HintText::Junk({Text{"Watch out for that #large object in the sky!#", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK67] = HintText::Junk({Text{"#Tingle Tingle Kooloo Limpah!#", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK68] = HintText::Junk({Text{"They say if you have three specific items, you can zoom across Termina.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK69] = HintText::Junk({Text{"They say the powder keg can remain fairly elusive.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK70] = HintText::Junk({Text{"It's pretty cold here, would you mind warming me up, @?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK71] = HintText::Junk({Text{"These hints can be quite useful. This is an exception.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK72] = HintText::Junk({Text{"Turns are more effective when you tilt the whole console.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK73] = HintText::Junk({Text{"You ever been in a cockpit before?", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK74] = HintText::Junk({Text{"It's a secret to everybody", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK75] = HintText::Junk({Text{"You found me!", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK76] = HintText::Junk({Text{"I have it on my post-it note somewhere.", "**FRENCH**", "**SPANISH**"}}); - hintTable[JUNK77] = HintText::Junk({Text{"Follow the rainbow.", "**FRENCH**", "**SPANISH**"}}); + hintTable[JUNK01] = HintText::Junk({Text{"That's no moon.", "C'est pas une lune, ce truc.", "Esa no es una luna"}}); + hintTable[JUNK02] = HintText::Junk({Text{"The moon is haunted.", "La lune est hantée.", "La luna está embrujada"}}); + hintTable[JUNK03] = HintText::Junk({Text{"Majora has sick dance moves.", "Majora est une bête sur le dance floor.", "Majora baila como Chayanne"}}); + hintTable[JUNK04] = HintText::Junk({Text{"Making hints is hard.", "C'est dur de faire des indices.", "Hacer pistas es dificil"}}); + hintTable[JUNK05] = HintText::Junk({Text{"May the way of the Hero lead to the Triforce.", "Que la Triforce guide les pas du héros.", "Que la senda del héroe lleve a la Trifuerza"}}); + hintTable[JUNK06] = HintText::Junk({Text{"They say that the final item you're looking for can be found somewhere in Termina.", "Selon moi, l'objet qui t'élude se terre en Termina.", "Dicen que el objeto final que buscas se puede encontrar en algún lado en Termina"}}); + hintTable[JUNK07] = HintText::Junk({Text{"They say that 85 percent of statistics are made up", "On raconte que 85 pourcent des statistiques sortent de nulle part.", "Dicen que el 85 por ciento de las estadísticas son inventadas"}}); + hintTable[JUNK08] = HintText::Junk({Text{"They say the golden dog is picked as the winner most often", "Il paraît que le chien doré gagne plus souvent que les autres.", "Dicen que el perro dorado es seleccionado como el ganador más comunmente"}}); + hintTable[JUNK09] = HintText::Junk({Text{"Be patient young grasshopper", "Patience, petit scarabée!&...Pourquoi je ris, cette blague est&nulle! Peut-être dans une autre&langue ça veut dire un truc...", "Tenga paciencia, pequeño grillo"}}); + hintTable[JUNK10] = HintText::Junk({Text{"The Ikana King used to be quite handsome", "Le roi d'Ikana était assez beau gosse, autrefois.", "El Rey de Ikana solía ser muy apuesto"}}); + hintTable[JUNK11] = HintText::Junk({Text{"If the Goron Elder is frozen how does he move each day", "L'Ancêtre goron est gelé, non? Comment il fait pour changer de place chaque jour?", "El Anciano Goron está congelado. ¿Como se mueve cada día...?"}}); + hintTable[JUNK12] = HintText::Junk({Text{"The Owl's feathers lead the way", "Les plumes du hibou montrent la voie.", "Las plumas del búho marcan el camino"}}); + hintTable[JUNK13] = HintText::Junk({Text{"The Happy Mask Salesman doesn't sleep", "Le propriétaire de la foire aux masques ne dors jamais.", "El vendedor de las máscaras no duerme"}}); + hintTable[JUNK14] = HintText::Junk({Text{"why do they call it oven when you of in the cold food of out hot eat the food", "Les lave-linges durent plus longtemps avec Ganon! ♪", "Le dicen desayuno porque rompes el ayuno"}}); + hintTable[JUNK15] = HintText::Junk({Text{"It seems Link has difficulties remembering music without the help of a fairy.", "On dirait qu'un @ sans fée n'a aucune mémoire musicale.", "Parece que Link tiene dificultades para recordar música sin ayuda de un hada."}}); + hintTable[JUNK16] = HintText::Junk({Text{"Pickle.", "Cornichon.", "Esperpento."}}); + hintTable[JUNK17] = HintText::Junk({Text{"Why is it called The Legend of Zelda Majora's Mask when Zelda isn't here?", "Si c'est toujours la Légende de Zelda, elle est où Zelda?", "¿Por qué se llama The Legend of Zelda Majora's Mask cuando Zelda no está aquí?"}}); + hintTable[JUNK18] = HintText::Junk({Text{"They say you can find the Star Fox cast in your mask inventory screen.", "Il paraît que le casting de Star Fox peut se trouver dans l'inventaire.", "Dicen que puedes encontrar al elenco de Star Fox en tu inventario de máscaras."}}); + hintTable[JUNK19] = HintText::Junk({Text{"They say #L# is Real 2401.", "La musique du moulin te dis pas quelque chose? C'est juste moi?", "Dicen que #L# es real 2401"}}); + hintTable[JUNK20] = HintText::Junk({Text{"They say #The Moon# blinks if you stare long enough", "Il paraît que la lune cligne des yeux si on la regarde assez longtemps.", "Dicen que #La Luna# parpadea si miras lo suficiente"}}); + hintTable[JUNK21] = HintText::Junk({Text{"They say bunnies have a really good sense of time.", "Il paraît que les lapins ont un bon sens du temps.", "Dicen que los conejos tienen muy buen sentido del tiempo"}}); + hintTable[JUNK22] = HintText::Junk({Text{"They say this game has a method of infinitely jumping.", "Il paraît qu'on peut sauter indéfiniment si on est assez motivé.", "Dicen que hay un método para saltar infinitamente en este juego"}}); + hintTable[JUNK23] = HintText::Junk({Text{"According to all known laws of aviation there is no way a Zora should be able to fly.", "#Sauvegarder# votre progression à-&...Ah, non! Désolé!&& ", "Según todas las leyes conocidas de la aviación, es imposible que un Zora pueda volar."}}); + hintTable[JUNK24] = HintText::Junk({Text{"Why is Zelda green?", "Pourquoi qu'il est vert, Zelda?", "¿Por qué Zelda es verde?"}}); + hintTable[JUNK25] = HintText::Junk({Text{"Did you know for the first time in 23 years, in 2023 Waluigi didn't star in a game?", "Savais-tu que la première année en 23 ans sans apparition de Waluigi dans un jeu était en 2023?", "¿Sabías que por primera vez en 23 años, Waluigi no protagonizo ningún juego en 2023?"}}); + hintTable[JUNK26] = HintText::Junk({Text{"Here's a hint, @. Don't be bad.", "Un conseil, @. Soit bon.", "Aquí hay una pista, @. Git gud."}}); + hintTable[JUNK27] = HintText::Junk({Text{"They say this randomizer actually took longer to develop than the original Majora's Mask.", "Il paraît que la conception de ce randomiseur fut plus longue que celle du Majora's Mask original.", "Dicen que este randomizer tomó más tiempo de desarrollar que el Majora's Mask original"}}); + hintTable[JUNK28] = HintText::Junk({Text{"They say pirates are allergic to #bees#.", "Il paraît que les pirates sont allergiques aux #abeilles#.", "Dicen que las piratas son alérgicas a las #abejas#"}}); + hintTable[JUNK29] = HintText::Junk({Text{"Ocean man, take me by the hand.", "Biggoron pue des pieds.", "Dale, Zelda dale. Pásame la trifuerza que tengo hambre."}}); + hintTable[JUNK30] = HintText::Junk({Text{"Special shoutouts to ennopp who plays piano during this cutscene", "[VOTRE BLAGUE OU RÉFÉRENCE ICI]", "Saludos a ennopp, que toca piano en esta escena"}}); + hintTable[JUNK31] = HintText::Junk({Text{"Did you know it's actually surprisingly easy to mod a 3DS?", "Il paraît que hacker une 3DS est un jeu d'enfant.", "¿Sabías que es sorprendentemente fácil hackear un 3DS?"}}); + hintTable[JUNK32] = HintText::Junk({Text{"Zora eggs are quite delicious.", "J'adore les œufs de Zora. Surtout avec de la mayo.", "Los huevos zora son una delicia"}}); + hintTable[JUNK33] = HintText::Junk({Text{"Zabora and Gabora have gotten better at making swords that stay sharp.", "Zabora et Gabora forgent des lames bien plus pérennes qu'avant.", "Zubora y Gabora hacen mejores espadas ahora"}}); + hintTable[JUNK34] = HintText::Junk({Text{"They say Tacoman369 has never defeated Majora.", "On raconte que Tacoman369 n'a jamais vaincu Majora.", "Dicen que Tacoman369 nunca ha derrotado a Majora."}}); + hintTable[JUNK35] = HintText::Junk({Text{"L2P @.", "Sois gentil avec les cocottes.", "Aserejé a dejeb"}}); + hintTable[JUNK36] = HintText::Junk({Text{"They say the #Majora's Mask 3D Randomizer# developers are cool people.", "Ils paraît que les développeurs du #Majora's Mask 3D Randomizer# sont des gens cools.", "Dicen que los desarrolladores de #Majora's Mask 3D Randomizer# son gente cool."}}); + hintTable[JUNK37] = HintText::Junk({Text{"Also try #Ocarina of Time 3D Randomizer#!", "Essayez aussi #Ocarina of Time 3D Randomizer#!", "También prueba el #Ocarina of Time 3D Randomizer#!"}}); + hintTable[JUNK38] = HintText::Junk({Text{"The single rupee is a unique item.", "Le rubis vert est un objet unique.", "La rupia es única en su tipo"}}); + hintTable[JUNK39] = HintText::Junk({Text{"Hey, listen!", "Hey! Listen!", "¡Dale, con la silla!"}}); + hintTable[JUNK40] = HintText::Junk({Text{"They say even the Hero of Time can't help everyone.", "Il paraît que même le Héros du Temps ne peut pas aider tout le monde.", "Dicen que incluso el Héroe del Tiempo no puede ayudar a todos"}}); + hintTable[JUNK41] = HintText::Junk({Text{"The dirt around here tastes really good.", "La terre par ici est délicieuse.", "Dile, que, que... ¡Que coma tierra!"}}); + hintTable[JUNK42] = HintText::Junk({Text{"Talk to me again for the best hint.", "Réessaie pour voir, j'aurai peut-être un meilleur indice.", "Háblame de nuevo para una mejor pista"}}); + hintTable[JUNK43] = HintText::Junk({Text{"They say Gorons discovered a method of space travel.", "Il paraît que les gorons ont découvert une méthode de voyage spatial.", "Dicen que los Goron descubrieron la manera de viajar al espacio"}}); + hintTable[JUNK44] = HintText::Junk({Text{"I AM ERROR", "I AM ERROR", "ALL YOUR BASE ARE BELONG TO US"}}); + hintTable[JUNK45] = HintText::Junk({Text{"Real 3DS ZELDA players use motion controls.", "Les vrais pros jouent avec les capteurs de mouvement.", "Los verdaderos jugadores de ZELDA 3DS usan el Gyro"}}); + hintTable[JUNK46] = HintText::Junk({Text{"Real ZELDA players use HOLD targeting.", "Régler la visée L sur \"Maintenir\" dans les options est super cool.", "Los verdaderos jugadores de ZELDA usan Mantener para fijar el blanco"}}); + hintTable[JUNK47] = HintText::Junk({Text{"They say items are random...", "Il paraît que les objets sont tout mélangés.", "Dicen que los objetos son aleatorios..."}}); + hintTable[JUNK48] = HintText::Junk({Text{"Dear Mario, please come to the castle. I've baked a cake for you. Yours truly, Princess Toadstool, Peach", "Mon très cher Mario: Viens vite au château, je t'ai préparé un délicieux gâteau... À bientôt, &Princesse Toadstool, Peach.", "Lo siento, Mario. ¡Tu princesa está en otro castillo!"}}); + hintTable[JUNK49] = HintText::Junk({Text{"They say the key to victory is beating the game...", "Il paraît que la clé de la victoire est de finir le jeu.", "Un tip: Para ganar, acaba el juego"}}); + hintTable[JUNK50] = HintText::Junk({Text{"They say the gold dog cheats.", "Selon moi, le chien doré est un sale tricheur.", "El perro dorado es un tramposo"}}); + hintTable[JUNK51] = HintText::Junk({Text{"They say @ drowned.", "Comment on débloque le masque de Mario?", "Dicen que @ se ahogó"}}); + hintTable[JUNK52] = HintText::Junk({Text{"Goodbye then.", "OK, à plus.", "Adiosito"}}); + hintTable[JUNK53] = HintText::Junk({Text{"You've met with a terrible hint, haven't you?", "Jeune garçon, tu es confronté a un terrible indice, n'est-ce pas?", "Te has encontrado con una pista terrible, no es así?"}}); + hintTable[JUNK54] = HintText::Junk({Text{"I'm stoned. Get it?", "Ces histoires me laissent de marbre.&...Hahah...", "Me dicen Pedro. ¿Lo entiendes?"}}); + hintTable[JUNK55] = HintText::Junk({Text{"One who doesn't have all the masks will not get a #special reward#", "Seuls ceux qui détiennent tout les masques recevront une #récompense spéciale#.", "Quien no tenga todas las máscaras no recibirá una #super duper recompensa#."}}); + hintTable[JUNK56] = HintText::Junk({Text{"They say the #blue dog# will win a race some day...", "Il paraît que le #chien bleu# a déjà gagné une course.", "Algún día el perro azul ganará la carrera...."}}); + hintTable[JUNK57] = HintText::Junk({Text{"Remember to check your 3DS battery level and save often.", "Pense bien à garder le console chargée et sauvegarder souvent.", "Recuerda revisar la batería de tu 3DS y guardar seguido"}}); + hintTable[JUNK58] = HintText::Junk({Text{"Just be a rock.", "#Atchoum!#", "Beep boop, soy un robot"}}); + hintTable[JUNK59] = HintText::Junk({Text{"I can't feel my legs!", "Je sens pas mes jambes!", "¡No puedo sentir mis piernas!"}}); + hintTable[JUNK60] = HintText::Junk({Text{"What are you staring at?", "Tu veux ma photo?", "¿Qué me ves?"}}); + hintTable[JUNK61] = HintText::Junk({Text{"Glitches are a pathway to many abilities some consider to be... Unnatural.", "Les cartes sont assez abordables, non?&Je m'attendais à pire en voyant le vendeur.", "Haz un par de maromas o algo."}}); + hintTable[JUNK62] = HintText::Junk({Text{"You ever just feel like smashing that $ button?", "Appuyer sur $ fait grimper plus vite.", "¡Apachúrrale starp!"}}); + hintTable[JUNK63] = HintText::Junk({Text{"I think the Mask of Truth has it's uses!", "Il paraît que le masque de vérité a des effets #secrets#.", "Dicen que la Máscara de la verdad tiene usos"}}); + hintTable[JUNK64] = HintText::Junk({Text{"There's a lot of eyes here, isn't there?", "Ça en fait des yeux, dis-donc.", "Hay demasiados ojos aquí, ¿no crees?"}}); + hintTable[JUNK65] = HintText::Junk({Text{"I think that #large object in the sky# hasn't moved in a few days.", "Ce #gros machin# dans le ciel n'a plus bougé depuis quelque jours, si?", "Mi novia se convirtió en la luna"}}); + hintTable[JUNK66] = HintText::Junk({Text{"Watch out for that #large object in the sky!#", "Le #ciel# nous tombe sur la tête!!", "Cuidado con la cabeza"}}); + hintTable[JUNK67] = HintText::Junk({Text{"#Tingle Tingle Kooloo Limpah!#", "#Tingle Tingle Kooloolin... Pah!#", "Dicen que Ganondorf iba a ser un pescador en Términa"}}); + hintTable[JUNK68] = HintText::Junk({Text{"They say if you have three specific items, you can zoom across Termina.", "Il parait qu'on peut tracer à travers Termina avec trois objets précis.", "Dicen que con tres objetos específicos, puedes dispararte por Términa"}}); + hintTable[JUNK69] = HintText::Junk({Text{"They say the powder keg can remain fairly elusive.", "Il paraît que le baril de poudre peut s'avérer assez élusif.", "Dicen que el Barril de Pólvora puede ser dificil de encontrar"}}); + hintTable[JUNK70] = HintText::Junk({Text{"It's pretty cold here, would you mind warming me up, @?", "Fais frisquet dites-moi... N'auriez vous point de quoi me réchauffer, messire?", "¡Prepárense para los problemas, y mas vale que teman!"}}); + hintTable[JUNK71] = HintText::Junk({Text{"These hints can be quite useful. This is an exception.", "Il paraît que ces indices peuvent s'avérer utiles.&Celui-ci n'en est pas la preuve.", "Freezer mintió cuando dijo que Namekuseí explotará en 5 minutos"}}); + hintTable[JUNK72] = HintText::Junk({Text{"Turns are more effective when you tilt the whole console.", "Pencher la console aide à négocier les virages serrés. Si si, j'te jure!", "Caminar hacia atrás es más efectivo que rodar"}}); + hintTable[JUNK73] = HintText::Junk({Text{"You ever been in a cockpit before?", "Je m'demande ce que Ganon est en train de faire!", "Si te ataco con un diccionario, ¿se considera agresión física o verbal?"}}); + hintTable[JUNK74] = HintText::Junk({Text{"It's a secret to everybody", "Il est écrit: Seul Link peut vaincre Ganon.", "¡NOOOO! ¡TORITO!"}}); + hintTable[JUNK75] = HintText::Junk({Text{"You found me!", "Nom d'un caillou! Tu m'as trouvé!", "¡Tenía que ser el chavo del ocho!"}}); + hintTable[JUNK76] = HintText::Junk({Text{"I have it on my post-it note somewhere.", "Ah oui, ton indice! Attends, je crois bien l'avoir mis quelque part...", "¡Hola! Me has atrapado medio #SUAVEMENTE#."}}); + hintTable[JUNK77] = HintText::Junk({Text{"Follow the rainbow.", "Laisssse-moi!&Laisssse-moi!&&Laisssse-moitranquille!", "Sigue el arcoíris"}}); /*------------------------ | DUNGEON HINT TEXT | ------------------------*/ hintTable[WOODFALL_TEMPLE] = HintText::DungeonName({ //obscure - Text{"the sleeping temple", "**FRENCH**", "**SPANISH**"} + Text{"the sleeping temple", "le temple endormi", "el templo durmiente"} }, //clear - Text{"the Woodfall Temple", "**FRENCH**", "**SPANISH**"} + Text{"the Woodfall Temple", "le temple de Boisé-les-Cascades", "el Templo del Bosque Catarata", "", "le temple de Bois-Cascade", ""} ); hintTable[SNOWHEAD_TEMPLE] = HintText::DungeonName({ //obscure - Text{"an icy temple", "**FRENCH**", "**SPANISH**"} + Text{"an icy temple", "un temple glacé", "el templo helado"} }, //clear - Text{"the Snowhead Temple", "**FRENCH**", "**SPANISH**"} + Text{"the Snowhead Temple", "le temple du Pic des neiges", "el Templo del Pico Nevado", "", "le temple du pic des Neiges", ""} ); hintTable[GREAT_BAY_TEMPLE] = HintText::DungeonName({ //obscure - Text{"the murky watered temple", "**FRENCH**", "**SPANISH**"} + Text{"the murky watered temple", "le temple en eaux troubles", "el templo de aguas turbias"} }, //clear - Text{"the Great Bay Temple", "**FRENCH**", "**SPANISH**"} + Text{"the Great Bay Temple", "le temple de la Grande Baie", "el Templo de la Gran Bahía"} ); hintTable[STONE_TOWER_TEMPLE] = HintText::DungeonName({ //obscure - Text{"a rocky temple", "**FRENCH**", "**SPANISH**"} + Text{"a rocky temple", "un temple sens dessus dessous", "el templo rocoso"} }, //clear - Text{"the Stone Tower Temple", "**FRENCH**", "**SPANISH**"} + Text{"the Stone Tower Temple", "le temple de la forteresse de pierre", "el Templo de la Torre de Piedra"} ); hintTable[PIRATE_FORTRESS] = HintText::DungeonName({ //obscure - Text{"the home of pirates", "**FRENCH**", "**SPANISH**"} + Text{"the home of pirates", "le foyer des pirates", "el hogar de las piratas"} }, //clear - Text{"the Pirates' Fortress", "**FRENCH**", "**SPANISH**"} + Text{"the Pirates' Fortress", "la forteresse des pirates", "la Fortaleza Pirata"} ); hintTable[BENEATH_THE_WELL] = HintText::DungeonName({ //obscure - Text{"an empty watering hole", "**FRENCH**", "**SPANISH**"} + Text{"an empty watering hole", "un abreuvoir vide", "un abrevadero en sequía"} }, //clear - Text{"Beneath the Well", "**FRENCH**", "**SPANISH**"} + Text{"Beneath the Well", "le fond du puits", "Bajo el Pozo"} ); hintTable[IKANA_CASTLE] = HintText::DungeonName({ //obscure - Text{"a fallen castle", "**FRENCH**", "**SPANISH**"} + Text{"a fallen castle", "un château déchu", "un castillo rendido"} }, //clear - Text{"the Ancient Castle of Ikana", "**FRENCH**", "**SPANISH**"} + Text{"the Ancient Castle of Ikana", "les vestiges du château d'Ikana", "el Antiguo Castillo de Ikana"} ); hintTable[SECRET_SHRINE] = HintText::DungeonName({ //obscure - Text{"a mini boss run area", "**FRENCH**", "**SPANISH**"} + Text{"a mini boss run area", "une zone à mini boss", "donde se congregan los jefes menores"} }, //clear - Text{"the Secret Shrine", "**FRENCH**", "**SPANISH**"} + Text{"the Secret Shrine", "le sanctuaire secret", "el Santuario Secreto"} ); hintTable[SSH] = HintText::DungeonName({ //obscure - Text{"a home to muddy spiders", "**FRENCH**", "**SPANISH**"} + Text{"a home to muddy spiders", "un nid puant d'araignées", "un hogar para arañas lodosas"} }, //clear - Text{"the Swamp Spider House", "**FRENCH**", "**SPANISH**"} + Text{"the Swamp Spider House", "la maison des araignées des marais", "la Casa de las Arañas del Pantano"} ); hintTable[OSH] = HintText::DungeonName({ //obscure - Text{"a home To swimming spiders", "**FRENCH**", "**SPANISH**"} + Text{"a home To swimming spiders", "un nid poussiéreux d'araignées", "un hogar para arañas nadadoras"} }, //clear - Text{"the Ocean Spider House", "**FRENCH**", "**SPANISH**"} + Text{"the Ocean Spider House", "la maison des araignées de la côte", "la Casa de las Arañas de la Playa"} ); hintTable[THE_MOON] = HintText::DungeonName({ //obscure - Text{"a dungeon out of this world", "**FRENCH**", "**SPANISH**"} + Text{"a dungeon out of this world", "un donjon d'un autre monde", "un calabozo fuera de éste mundo"} }, //clear - Text{"the Moon", "**FRENCH**", "**SPANISH**"} + Text{"the Moon", "la lune", "la Luna"} ); /*----------------------- @@ -2600,19 +2599,19 @@ void HintTable_Init() { -----------------------*/ hintTable[ODOLWA] = HintText::Boss({ //obscure - Text{"a masked jungle warrior holds", "**FRENCH**", "**SPANISH**"}); + Text{"a masked jungle warrior holds", "un #guerrier de la jungle masqué# détient", "un guerrero salvaje enmascarado"}}); hintTable[GOHT] = HintText::Boss({ //obscure - Text{"a masked mechanical monster holds", "**FRENCH**", "**SPANISH**"}); + Text{"a masked mechanical monster holds", "une #chimère mécanique masquée# détient", "un monstruo mecánico enmascarado"}}); hintTable[GYORG] = HintText::Boss({ //obscure - Text{"a gargantuan masked fish holds", "**FRENCH**", "**SPANISH**"}); + Text{"a gargantuan masked fish holds", "un #léviathan gargantuesque masqué# détient", "un pez colosal enmascarado"}}); hintTable[TWINMOLD] = HintText::Boss({ //obscure - Text{"a giant masked insect holds", "**FRENCH**", "**SPANISH**"}); + Text{"a giant masked insect holds", "un #double insecte géant masqué# détient", "un insecto gigante enmascarado"}}); hintTable[MAJORA] = HintText::Boss({ //obscure - Text{"a cursed mask holds", "**FRENCH**", "**SPANISH**"}); + Text{"a cursed mask holds", "un #masque maléfique# détient", "una máscara maldita"}}); } diff --git a/source/hints.cpp b/source/hints.cpp index 5391d61..e75aa37 100644 --- a/source/hints.cpp +++ b/source/hints.cpp @@ -559,35 +559,35 @@ void CreateClockTowerDoorHints() { Text remainsNeededHint = { /*English*/"The rumours say having #all four# causes something good to happen.", /*French */"D'après les rumeurs, si on a #les quatre#, un truc bien va se produire.", - /*Spanish*/"**SPANISH**" + /*Spanish*/"**SPANISH_4_REMAINS_NEEDED**" }; switch (4 - MoonRemainsRequired.Value()) { case 0: remainsNeededHint = { /*English*/"I think collecting them would just be a #waste of time# though.", /*French */"Mais à mon avis, les collectionner ne serait qu'une #perte de temps#.", - /*Spanish*/"**SPANISH**" + /*Spanish*/"**SPANISH_0_REMAINS_NEEDED**" }; break; case 1: remainsNeededHint = { /*English*/"The rumours say having #just one# is enough to make something good happen.", /*French */"D'après les rumeurs, il suffit d'en avoir #un seul# pour qu'un truc bien se produise.", - /*Spanish*/"**SPANISH**" + /*Spanish*/"**SPANISH_1_REMAINS_NEEDED**" }; break; case 2: remainsNeededHint = { /*English*/"The rumours say having #half of them# causes something good to happen.", /*French */"D'après les rumeurs, si on en a #la moitié#, un truc bien va se produire.", - /*Spanish*/"**SPANISH**" + /*Spanish*/"**SPANISH_2_REMAINS_NEEDED**" }; break; case 3: remainsNeededHint = { /*English*/"The rumours say having #three of them# causes something good to happen.", /*French */"D'après les rumeurs, si on en a #trois#, un truc bien va se produire.", - /*Spanish*/"**SPANISH**" + /*Spanish*/"**SPANISH_3_REMAINS_NEEDED**" }; break; } @@ -615,28 +615,28 @@ void CreateMoonChildHint() { Text moonChildHint = { /*English*/"^Come back with &#four Bosses' Remains#...", /*French */"^Reviens avec les &#restes de quatre boss#...", - /*Spanish*/"^**SPANISH**" + /*Spanish*/"^**SPANISH_4_REMAINS_NEEDED**" }; switch (4 - MajoraRemainsRequired.Value()) { case 1: moonChildHint = { /*English*/"^Come back with &#one Boss's Remains#...", /*French */"^Reviens avec les &#restes d'un boss#...", - /*Spanish*/"**SPANISH**" + /*Spanish*/"^**SPANISH_1_REMAINS_NEEDED**" }; break; case 2: moonChildHint = { /*English*/"^Come back with &#two Bosses' Remains#...", /*French */"^Reviens avec les &#restes de deux boss#...", - /*Spanish*/"**SPANISH**" + /*Spanish*/"^**SPANISH_2_REMAINS_NEEDED**" }; break; case 3: moonChildHint = { /*English*/"^Come back with &#three Bosses' Remains#...", /*French */"^Reviens avec les &#restes de trois boss#...", - /*Spanish*/"**SPANISH**" + /*Spanish*/"^**SPANISH_3_REMAINS_NEEDED**" }; break; } diff --git a/source/item_list.cpp b/source/item_list.cpp index 348922d..c3b09c8 100644 --- a/source/item_list.cpp +++ b/source/item_list.cpp @@ -13,199 +13,199 @@ void ItemTable_Init() { //repeatable denotes that an item in a vanilla playth itemTable[TEST] = Item(); itemTable[NONE] = Item(false, false, &noVariable, Text{"No Item", "Rien", "Sin Objeto", }, NONE, (u32)GetItemID::GI_NONE, ITEMTYPE_EVENT); itemTable[KOKIRI_SWORD] = Item(true, false, &KokiriSword, Text{"Kokiri Sword", "Épée Kokiri", "Espada Kokiri", }, KOKIRI_SWORD, (u32)GetItemID::GI_KOKIRI_SWORD, ITEMTYPE_ITEM); - itemTable[GREAT_FAIRYS_SWORD] = Item(true, false, &GreatFairySword, Text{"Great Fairy's Sword", "Grande Épée de Fees", "Espada de la Gran Hada", }, GREAT_FAIRYS_SWORD, (u32)GetItemID::GI_GREAT_FAIRY_SWORD, ITEMTYPE_GFAIRY); - itemTable[HEROS_SHIELD] = Item(false, false, &HerosShield, Text{"Heros Shield", "Bouclier du Heros", "Escudo del Heroe", }, HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_ITEM); - itemTable[DEKU_STICK] = Item(true, false, &DekuStick, Text{"Deku Stick", "Bâton Mojo", "palos deku", }, DEKU_STICK, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_ITEM); - itemTable[LAND_TITLE] = Item(true, true, &LandTitle, Text{"Land Title Deed", "Titre de propriete fonciere", "Escritura de propiedad de la Tierra", }, LAND_TITLE, (u32)GetItemID::GI_TOWN_TITLE_DEED, ITEMTYPE_TRADE); - itemTable[SWAMP_TITLE] = Item(true, true, &SwampTitle, Text{"Swamp Title Deed", "Titre de propriete des marais", "Escriture de propiedad del pantano", }, SWAMP_TITLE, (u32)GetItemID::GI_SWAMP_TITLE_DEED, ITEMTYPE_TRADE); - itemTable[MOUNTAIN_TITLE] = Item(true, true, &MountainTitle, Text{"Mountain Title Deed", "Titre de propriete de la montagne", "Escitura de propiedad de la montana", }, MOUNTAIN_TITLE, (u32)GetItemID::GI_MOUNTAIN_TITLE_DEED, ITEMTYPE_TRADE); - itemTable[OCEAN_TITLE] = Item(true, true, &OceanTitle, Text{"Ocean Title Deed", "Titre de propriete de l'ocean", "Escitura de propiedad del oceano", }, OCEAN_TITLE, (u32)GetItemID::GI_OCEAN_TITLE_DEED, ITEMTYPE_TRADE); - itemTable[BOMBERS_NOTEBOOK] = Item(true, false, &BombersNotebook, Text{"Bomber's Notebook", "Carnet de bombardier", "Cuaderno de bombardero", }, BOMBERS_NOTEBOOK, (u32)GetItemID::GI_BOMBERS_NOTEBOOK, ITEMTYPE_ITEM); - itemTable[ROOM_KEY] = Item(true, true, &RoomKey, Text{"Room Key", "Clef de chambre", "Llave del cuarto", }, ROOM_KEY, (u32)GetItemID::GI_ROOM_KEY, ITEMTYPE_QUEST); - itemTable[LETTER_KAFEI] = Item(true, true, &LetterKafei, Text{"Letter to Kafei", "Lettre a Kafei", "Carta a Kafei", }, LETTER_KAFEI, (u32)GetItemID::GI_LETTER_TO_KAFEI, ITEMTYPE_QUEST); - itemTable[PENDANT_MEMORIES] = Item(true, true, &PendantAccess, Text{"Pendant of Memories", "Pendentif de Souvenirs", "Colgante de recuerdos", }, PENDANT_MEMORIES, (u32)GetItemID::GI_PENDANT_OF_MEMORIES, ITEMTYPE_QUEST); - itemTable[LETTER_MAMA] = Item(true, true, &LetterMama, Text{"Special Delivery to Mama", "Livraison speciale a maman", "Entrega especial a mama", }, LETTER_MAMA, (u32)GetItemID::GI_LETTER_TO_MAMA, ITEMTYPE_QUEST); - itemTable[MOONS_TEAR] = Item(true, true, &MoonsTear, Text{"Moon's Tear", "Larme de lune", "Lagrima de luna", }, MOONS_TEAR, (u32)GetItemID::GI_MOONS_TEAR, ITEMTYPE_TRADE); - itemTable[SPIN_ATTACK] = Item(true, false, &SpinAttack, Text{"Spin Attack", "attaque de rotation", "ataque giratorio", }, SPIN_ATTACK, 0x2C, ITEMTYPE_GFAIRY); - itemTable[LENS_OF_TRUTH] = Item(true, false, &LensOfTruth, Text{"Lens of Truth", "Loupe de vérité", "Lupa de la Verdad", }, LENS_OF_TRUTH, (u32)GetItemID::GI_LENS_OF_TRUTH, ITEMTYPE_ITEM); - itemTable[HEROS_BOW] = Item(true, false, &HerosBow, Text{"Hero's Bow", "Hero's Bow", "Hero's Bow", }, HEROS_BOW, (u32)GetItemID::GI_HEROS_BOW, ITEMTYPE_ITEM); + itemTable[GREAT_FAIRYS_SWORD] = Item(true, false, &GreatFairySword, Text{"Great Fairy's Sword", "Épée de la grande fée", "Espada de la Gran Hada", "", "Grande épée des fées", "" }, GREAT_FAIRYS_SWORD, (u32)GetItemID::GI_GREAT_FAIRY_SWORD, ITEMTYPE_GFAIRY); + itemTable[HEROS_SHIELD] = Item(false, false, &HerosShield, Text{"Heros Shield", "Bouclier du Héros", "Escudo del Héroe", }, HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_ITEM); + itemTable[DEKU_STICK] = Item(true, false, &DekuStick, Text{"Deku Stick", "Bâton Mojo", "Palo deku", }, DEKU_STICK, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_ITEM); + itemTable[LAND_TITLE] = Item(true, true, &LandTitle, Text{"Land Title Deed", "Titre de terre", "Escritura de propiedad de la Ciudad", }, LAND_TITLE, (u32)GetItemID::GI_TOWN_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[SWAMP_TITLE] = Item(true, true, &SwampTitle, Text{"Swamp Title Deed", "Titre de marais", "Escritura de propiedad del Pantano", }, SWAMP_TITLE, (u32)GetItemID::GI_SWAMP_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[MOUNTAIN_TITLE] = Item(true, true, &MountainTitle, Text{"Mountain Title Deed", "Titre de montagne", "Escritura de propiedad de la Montañaa", }, MOUNTAIN_TITLE, (u32)GetItemID::GI_MOUNTAIN_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[OCEAN_TITLE] = Item(true, true, &OceanTitle, Text{"Ocean Title Deed", "Titre d'océan", "Escritura de propiedad del Océano", }, OCEAN_TITLE, (u32)GetItemID::GI_OCEAN_TITLE_DEED, ITEMTYPE_TRADE); + itemTable[BOMBERS_NOTEBOOK] = Item(true, false, &BombersNotebook, Text{"Bomber's Notebook", "Carnet de Bombers", "Cuaderno de los Bomber", "", "Journal des Bombers", "" }, BOMBERS_NOTEBOOK, (u32)GetItemID::GI_BOMBERS_NOTEBOOK, ITEMTYPE_ITEM); + itemTable[ROOM_KEY] = Item(true, true, &RoomKey, Text{"Room Key", "Clé de chambre", "Llave del cuarto", }, ROOM_KEY, (u32)GetItemID::GI_ROOM_KEY, ITEMTYPE_QUEST); + itemTable[LETTER_KAFEI] = Item(true, true, &LetterKafei, Text{"Letter to Kafei", "Lettre pour Kafei", "Carta a Kafei", }, LETTER_KAFEI, (u32)GetItemID::GI_LETTER_TO_KAFEI, ITEMTYPE_QUEST); + itemTable[PENDANT_MEMORIES] = Item(true, true, &PendantAccess, Text{"Pendant of Memories", "Pendentif des amoureux", "Colgante de recuerdos", }, PENDANT_MEMORIES, (u32)GetItemID::GI_PENDANT_OF_MEMORIES, ITEMTYPE_QUEST); + itemTable[LETTER_MAMA] = Item(true, true, &LetterMama, Text{"Special Delivery to Mama", "Lettre express pour Maman", "Entrega especial a mamá", "", "Lettre express pour maman", "" }, LETTER_MAMA, (u32)GetItemID::GI_LETTER_TO_MAMA, ITEMTYPE_QUEST); + itemTable[MOONS_TEAR] = Item(true, true, &MoonsTear, Text{"Moon's Tear", "Larme de lune", "Lágrima de luna", }, MOONS_TEAR, (u32)GetItemID::GI_MOONS_TEAR, ITEMTYPE_TRADE); + itemTable[SPIN_ATTACK] = Item(true, false, &SpinAttack, Text{"Spin Attack", "Attaque circulaire", "Ataque giratorio", "", "", "Ataque circular" }, SPIN_ATTACK, 0x2C, ITEMTYPE_GFAIRY); + itemTable[LENS_OF_TRUTH] = Item(true, false, &LensOfTruth, Text{"Lens of Truth", "Loupe de vérité", "Lupa de la Verdad", "", "Monocle de Vérité", "" }, LENS_OF_TRUTH, (u32)GetItemID::GI_LENS_OF_TRUTH, ITEMTYPE_ITEM); + itemTable[HEROS_BOW] = Item(true, false, &HerosBow, Text{"Hero's Bow", "Arc du Héros", "Arco del héroe", }, HEROS_BOW, (u32)GetItemID::GI_HEROS_BOW, ITEMTYPE_ITEM); itemTable[FIRE_ARROWS] = Item(true, false, &FireArrows, Text{"Fire Arrow", "Flèche de feu", "Flecha de fuego", }, FIRE_ARROWS, (u32)GetItemID::GI_FIRE_ARROW, ITEMTYPE_ITEM); itemTable[ICE_ARROWS] = Item(true, false, &IceArrows, Text{"Ice Arrow", "Flèche de glace", "Flecha de hielo", }, ICE_ARROWS, (u32)GetItemID::GI_ICE_ARROW, ITEMTYPE_ITEM); itemTable[LIGHT_ARROWS] = Item(true, false, &LightArrows, Text{"Light Arrow", "Flèche de lumière", "Flecha de luz", }, LIGHT_ARROWS, (u32)GetItemID::GI_LIGHT_ARROW, ITEMTYPE_ITEM); itemTable[HOOKSHOT] = Item(true, false, &Hookshot, Text{"Hookshot", "Grappin", "Gancho", }, HOOKSHOT, (u32)GetItemID::GI_HOOKSHOT, ITEMTYPE_ITEM); itemTable[MAGIC_BEAN] = Item(true, false, &MagicBean, Text{"Magic Bean", "Haricot magique", "Habichuelas mágicas", }, MAGIC_BEAN, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_ITEM); itemTable[MAGIC_BEAN_PACK] = Item(true, false, &MagicBeanPack, Text{"Magic Bean Pack", "Paquet de haricots magiques", "Lote de habichuelas mágicas", }, MAGIC_BEAN_PACK, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_ITEM); - itemTable[DOUBLE_DEFENSE] = Item(true, false, &noVariable, Text{"Double Defense", "Double défence", "Doble poder defensivo", }, DOUBLE_DEFENSE, 0xB2, ITEMTYPE_GFAIRY); + itemTable[DOUBLE_DEFENSE] = Item(true, false, &noVariable, Text{"Double Defense", "Résistance Double", "Poder defensivo doble", }, DOUBLE_DEFENSE, 0xB2, ITEMTYPE_GFAIRY); itemTable[OCARINA_OF_TIME] = Item(true, false, &Ocarina, Text{"Ocarina of Time", "Ocarina du temps", "Ocarina del Tiempo", }, OCARINA_OF_TIME, (u32)GetItemID::GI_OCARINA_OF_TIME, ITEMTYPE_ITEM); - itemTable[PICTOGRAPH_BOX] = Item(true, false, &Pictobox, Text{"Pictograph Box", "Boite a Images", "Camara Pictografica", }, PICTOGRAPH_BOX, (u32)GetItemID::GI_PICTOGRAPH_BOX, ITEMTYPE_ITEM); - itemTable[POWDER_KEG] = Item(true, false, &PowderKeg, Text{"Powder Keg", "Baril de Poudre", "Barril de Polovora", }, POWDER_KEG, (u32)GetItemID::GI_POWDER_KEG, ITEMTYPE_ITEM); - itemTable[KEATON_MASK] = Item(true, false, &KeatonMask, Text{"Keaton Mask", "Masque de Keaton", "Careta de Keaton", }, KEATON_MASK, (u32)GetItemID::GI_MASK_KEATON, ITEMTYPE_MASK); - itemTable[BUNNY_HOOD] = Item(true, false, &BunnyHood, Text{"Bunny Hood", "Masque du lapin", "Capucha de conejo", }, BUNNY_HOOD, (u32)GetItemID::GI_MASK_BUNNY_HOOD, ITEMTYPE_MASK); - itemTable[GORON_MASK] = Item(true, false, &GoronMask, Text{"Goron Mask", "Masque Goron", "Máscara Goron", }, GORON_MASK, (u32)GetItemID::GI_MASK_GORON, ITEMTYPE_MASK); - itemTable[ZORA_MASK] = Item(true, false, &ZoraMask, Text{"Zora Mask", "Masque Zora", "Máscara Zora", }, ZORA_MASK, (u32)GetItemID::GI_MASK_ZORA, ITEMTYPE_MASK); - itemTable[DEKU_MASK] = Item(true, false, &DekuMask, Text{"Deku Mask", "Masque Mojo", "Máscara Deku", }, DEKU_MASK, (u32)GetItemID::GI_MASK_DEKU, ITEMTYPE_MASK); - itemTable[POSTMANS_HAT] = Item(true, false, &PostmansHat, Text{"Postman's Hat", "Chapeau de facteur", "Sombrero de cartero", }, POSTMANS_HAT, (u32)GetItemID::GI_MASK_POSTMANS, ITEMTYPE_MASK); - itemTable[ALL_NIGHT_MASK] = Item(true, false, &AllNightMask, Text{"All-Night Mask", "Masque de nuit", "Máscara toda la noche", }, ALL_NIGHT_MASK, (u32)GetItemID::GI_MASK_ALL_NIGHT, ITEMTYPE_MASK); - itemTable[BLAST_MASK] = Item(true, false, &BlastMask, Text{"Blast Mask", "Masque anti-explosion", "Máscara explosiva", }, BLAST_MASK, (u32)GetItemID::GI_MASK_BLAST, ITEMTYPE_MASK); - itemTable[STONE_MASK] = Item(true, false, &StoneMask, Text{"Stone Mask", "Masque de pierre", "Máscara de piedra", }, STONE_MASK, (u32)GetItemID::GI_MASK_STONE, ITEMTYPE_MASK); - itemTable[GREAT_FAIRYS_MASK] = Item(true, false, &GreatFairyMask, Text{"Great Fairy's Mask", "Masque de grande fee", "Máscara de gran hada", }, GREAT_FAIRYS_MASK, (u32)GetItemID::GI_MASK_GREAT_FAIRYS, ITEMTYPE_MASK); - itemTable[BREMEN_MASK] = Item(true, false, &BremenMask, Text{"Bremen Mask", "Masque de Breme", "Máscara de Bremen", }, BREMEN_MASK, (u32)GetItemID::GI_MASK_BREMEN, ITEMTYPE_MASK); + itemTable[PICTOGRAPH_BOX] = Item(true, false, &Pictobox, Text{"Pictograph Box", "Boite à image", "Caja Luminográfica", }, PICTOGRAPH_BOX, (u32)GetItemID::GI_PICTOGRAPH_BOX, ITEMTYPE_ITEM); + itemTable[POWDER_KEG] = Item(true, false, &PowderKeg, Text{"Powder Keg", "Baril de poudre", "Barril de Pólvora", }, POWDER_KEG, (u32)GetItemID::GI_POWDER_KEG, ITEMTYPE_ITEM); + itemTable[KEATON_MASK] = Item(true, false, &KeatonMask, Text{"Keaton Mask", "Masque de keaton", "Máscara Keaton", "", "Masque de renard", "" }, KEATON_MASK, (u32)GetItemID::GI_MASK_KEATON, ITEMTYPE_MASK); + itemTable[BUNNY_HOOD] = Item(true, false, &BunnyHood, Text{"Bunny Hood", "Capuchon de lapin", "Capucha de conejo", "", "Masque de lapin", "" }, BUNNY_HOOD, (u32)GetItemID::GI_MASK_BUNNY_HOOD, ITEMTYPE_MASK); + itemTable[GORON_MASK] = Item(true, false, &GoronMask, Text{"Goron Mask", "Masque goron", "Máscara Goron", }, GORON_MASK, (u32)GetItemID::GI_MASK_GORON, ITEMTYPE_MASK); + itemTable[ZORA_MASK] = Item(true, false, &ZoraMask, Text{"Zora Mask", "Masque zora", "Máscara Zora", }, ZORA_MASK, (u32)GetItemID::GI_MASK_ZORA, ITEMTYPE_MASK); + itemTable[DEKU_MASK] = Item(true, false, &DekuMask, Text{"Deku Mask", "Masque mojo", "Máscara Deku", }, DEKU_MASK, (u32)GetItemID::GI_MASK_DEKU, ITEMTYPE_MASK); + itemTable[POSTMANS_HAT] = Item(true, false, &PostmansHat, Text{"Postman's Hat", "Casquette de facteur", "Gorra de cartero", }, POSTMANS_HAT, (u32)GetItemID::GI_MASK_POSTMANS, ITEMTYPE_MASK); + itemTable[ALL_NIGHT_MASK] = Item(true, false, &AllNightMask, Text{"All-Night Mask", "Masque de la nuit blanche", "Máscara para trasnochar", }, ALL_NIGHT_MASK, (u32)GetItemID::GI_MASK_ALL_NIGHT, ITEMTYPE_MASK); + itemTable[BLAST_MASK] = Item(true, false, &BlastMask, Text{"Blast Mask", "Masque explosif", "Máscara explosiva", "", "Masque d'explosion", "" }, BLAST_MASK, (u32)GetItemID::GI_MASK_BLAST, ITEMTYPE_MASK); + itemTable[STONE_MASK] = Item(true, false, &StoneMask, Text{"Stone Mask", "Masque de pierre", "Máscara de piedra", "", "Masque de la pierre", "" }, STONE_MASK, (u32)GetItemID::GI_MASK_STONE, ITEMTYPE_MASK); + itemTable[GREAT_FAIRYS_MASK] = Item(true, false, &GreatFairyMask, Text{"Great Fairy's Mask", "Masque de la grande fée", "Máscara de gran hada", "", "Masque des grandes fées", "" }, GREAT_FAIRYS_MASK, (u32)GetItemID::GI_MASK_GREAT_FAIRYS, ITEMTYPE_MASK); + itemTable[BREMEN_MASK] = Item(true, false, &BremenMask, Text{"Bremen Mask", "Masque de Brême", "Máscara de Bremen", }, BREMEN_MASK, (u32)GetItemID::GI_MASK_BREMEN, ITEMTYPE_MASK); itemTable[DON_GEROS_MASK] = Item(true, false, &DonGerosMask, Text{"Don Gero's Mask", "Masque de Don Gero", "Máscara de Don Gero", }, DON_GEROS_MASK, (u32)GetItemID::GI_MASK_DON_GEROS, ITEMTYPE_MASK); - itemTable[MASK_OF_SCENTS] = Item(true, false, &MaskOfScents, Text{"Mask of Scents", "Masque des Senteurs", "Máscara de aromas", }, MASK_OF_SCENTS, (u32)GetItemID::GI_MASK_OF_SCENTS, ITEMTYPE_MASK); - itemTable[ROMANIS_MASK] = Item(true, false, &RomanisMask, Text{"Romani's Mask", "Masque de Romani", "Máscara de Romani", }, ROMANIS_MASK, (u32)GetItemID::GI_MASK_ROMANIS, ITEMTYPE_MASK); - itemTable[CIRCUS_LEADERS_MASK] = Item(true, false, &CircusLeadersMask, Text{"Troupe Leader's Mask", "Masque de chef de troupe", "Máscara de lider de troupe", }, CIRCUS_LEADERS_MASK, (u32)GetItemID::GI_MASK_TROUPE_LEADERS, ITEMTYPE_MASK); + itemTable[MASK_OF_SCENTS] = Item(true, false, &MaskOfScents, Text{"Mask of Scents", "Masque des parfums", "Máscara de aromas", }, MASK_OF_SCENTS, (u32)GetItemID::GI_MASK_OF_SCENTS, ITEMTYPE_MASK); + itemTable[ROMANIS_MASK] = Item(true, false, &RomanisMask, Text{"Romani's Mask", "Masque Romani", "Máscara de Romani", }, ROMANIS_MASK, (u32)GetItemID::GI_MASK_ROMANIS, ITEMTYPE_MASK); + itemTable[CIRCUS_LEADERS_MASK] = Item(true, false, &CircusLeadersMask, Text{"Troupe Leader's Mask", "Masque de chef de la troupe", "Máscara del jefe de la compañía", }, CIRCUS_LEADERS_MASK, (u32)GetItemID::GI_MASK_TROUPE_LEADERS, ITEMTYPE_MASK); itemTable[KAFEIS_MASK] = Item(true, false, &KafeisMask, Text{"Kafei's Mask", "Masque de Kafei", "Máscara de Kafei", }, KAFEIS_MASK, (u32)GetItemID::GI_MASK_KAFEIS, ITEMTYPE_MASK); - itemTable[COUPLES_MASK] = Item(true, false, &CouplesMask, Text{"Couple's Mask", "Masque de couple", "Máscara de pareja", }, COUPLES_MASK, (u32)GetItemID::GI_MASK_COUPLES, ITEMTYPE_MASK); + itemTable[COUPLES_MASK] = Item(true, false, &CouplesMask, Text{"Couple's Mask", "Masque des amoureux", "Máscara de los novios", }, COUPLES_MASK, (u32)GetItemID::GI_MASK_COUPLES, ITEMTYPE_MASK); itemTable[KAMAROS_MASK] = Item(true, false, &KamarosMask, Text{"Kamaro's Mask", "Masque de Kamaro", "Máscara de Kamaro", }, KAMAROS_MASK, (u32)GetItemID::GI_MASK_KAMARAOS, ITEMTYPE_MASK); - itemTable[GIBDOS_MASK] = Item(true, false, &GibdosMask, Text{"Gibdo Mask", "Masque Gibdo", "Máscara de Gibdo", }, GIBDOS_MASK, (u32)GetItemID::GI_MASK_GIBDO, ITEMTYPE_MASK); - itemTable[GAROS_MASK] = Item(true, false, &GarosMask, Text{"Garo's Mask", "Masque de Garo", "Máscara de Garo", }, GAROS_MASK, (u32)GetItemID::GI_MASK_GARO, ITEMTYPE_MASK); - itemTable[CAPTAINS_HAT] = Item(true, false, &CaptainsHat, Text{"Captain's Hat", "Chapeau de capitaine", "Sombrero de Capitan", }, CAPTAINS_HAT, (u32)GetItemID::GI_MASK_CAPTAINS_HAT, ITEMTYPE_MASK); - itemTable[GIANTS_MASK] = Item(true, false, &GiantsMask, Text{"Giant's Mask", "Masque de geant", "Máscara de gigante", }, GIANTS_MASK, (u32)GetItemID::GI_MASK_GIANTS, ITEMTYPE_MASK); - itemTable[FIERCE_DEITY_MASK] = Item(true, false, &FierceDeityMask, Text{"Fierce Deity Mask", "Masque Dietetique Fiere", "Máscara Fiere Deity", }, FIERCE_DEITY_MASK, (u32)GetItemID::GI_MASK_FIERCE_DEITY, ITEMTYPE_MASK); - itemTable[MASK_OF_TRUTH] = Item(true, false, &MaskOfTruth, Text{"Mask of Truth", "Masque de vérité", "Máscara de la Verdad", }, MASK_OF_TRUTH, (u32)GetItemID::GI_MASK_OF_TRUTH, ITEMTYPE_MASK); - itemTable[FISHING_PASS] = Item(false, false, &noVariable, Text{"Fishing Pass", "Fishing Pass", "Fishing Pass", }, FISHING_PASS, 0xBA, ITEMTYPE_ITEM); + itemTable[GIBDOS_MASK] = Item(true, false, &GibdosMask, Text{"Gibdo Mask", "Masque de gibdo", "Máscara de Gibdo", }, GIBDOS_MASK, (u32)GetItemID::GI_MASK_GIBDO, ITEMTYPE_MASK); + itemTable[GAROS_MASK] = Item(true, false, &GarosMask, Text{"Garo's Mask", "Cagoule Garo", "Máscara de Garo", }, GAROS_MASK, (u32)GetItemID::GI_MASK_GARO, ITEMTYPE_MASK); + itemTable[CAPTAINS_HAT] = Item(true, false, &CaptainsHat, Text{"Captain's Hat", "Heaume du capitaine", "Casco del capitán", }, CAPTAINS_HAT, (u32)GetItemID::GI_MASK_CAPTAINS_HAT, ITEMTYPE_MASK); + itemTable[GIANTS_MASK] = Item(true, false, &GiantsMask, Text{"Giant's Mask", "Masque du géant", "Máscara del gigante", }, GIANTS_MASK, (u32)GetItemID::GI_MASK_GIANTS, ITEMTYPE_MASK); + itemTable[FIERCE_DEITY_MASK] = Item(true, false, &FierceDeityMask, Text{"Fierce Deity Mask", "Masque du mauvais génie", "Máscara de la Fiera Deidad", "", "Masque du Dieu démon", "" }, FIERCE_DEITY_MASK, (u32)GetItemID::GI_MASK_FIERCE_DEITY, ITEMTYPE_MASK); + itemTable[MASK_OF_TRUTH] = Item(true, false, &MaskOfTruth, Text{"Mask of Truth", "Masque de vérité", "Máscara de la verdad", }, MASK_OF_TRUTH, (u32)GetItemID::GI_MASK_OF_TRUTH, ITEMTYPE_MASK); + itemTable[FISHING_PASS] = Item(false, false, &noVariable, Text{"Fishing Pass", "Billet de pêche", "Entrada de la zona de pesca", "", "Ticket de pêche", "" }, FISHING_PASS, 0xBA, ITEMTYPE_ITEM); //Swamp Spider Tokens - itemTable[SWAMP_SKULLTULA_TOKEN] = Item(true, false, &SwampSkulltulaTokens, Text{"Swamp Skulltula Token", "Jeton de Skulltula dorée", "Símbolo de skulltula dorada", }, SWAMP_SKULLTULA_TOKEN, 0x44, ITEMTYPE_TOKEN); + itemTable[SWAMP_SKULLTULA_TOKEN] = Item(true, false, &SwampSkulltulaTokens, Text{"Swamp Skulltula Token", "Âme de skulltula d'or des marais", "Espíritu de skulltula dorada", }, SWAMP_SKULLTULA_TOKEN, 0x44, ITEMTYPE_TOKEN); //Oceanside Spider Tokens - itemTable[OCEANSIDE_SKULLTULA_TOKEN] = Item(true, false, &OceanSkulltulaTokens, Text{"Oceanside Skulltula Token", "Jeton de Skulltula dorée", "Símbolo de skulltula dorada", }, OCEANSIDE_SKULLTULA_TOKEN, 0x6D, ITEMTYPE_TOKEN); + itemTable[OCEANSIDE_SKULLTULA_TOKEN] = Item(true, false, &OceanSkulltulaTokens, Text{"Oceanside Skulltula Token", "Âme de skulltula d'or de la côte", "Espíritu de skulltula dorada", }, OCEANSIDE_SKULLTULA_TOKEN, 0x6D, ITEMTYPE_TOKEN); //Stray Fairies// //Clock Town Fairies - itemTable[CT_STRAY_FAIRY] = Item(true, false, &ClockTownStrayFairy, Text{"Clock Town Stray Fairy", "Fee errante de la Bourg-Clocher", "Cuidad Reloj Hada Callejera", }, CT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + itemTable[CT_STRAY_FAIRY] = Item(true, false, &ClockTownStrayFairy, Text{"Clock Town Stray Fairy", "Fée égarée de Cadranbourg", "Hada Extraviada de la Ciudad", "", "Fée égarée de Bourg-Clocher", "" }, CT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); //Woodfall Stray Fairies - itemTable[WF_STRAY_FAIRY] = Item(true, false, &WoodfallStrayFairies, Text{"Woodfall Stray Fairy", "Fee errante de la Bois-Cascade", "Hada Callejera del Bosque Catarata", }, WF_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + itemTable[WF_STRAY_FAIRY] = Item(true, false, &WoodfallStrayFairies, Text{"Woodfall Stray Fairy", "Fée égarée de Boisé-les-Cascades", "Hada Extraviada del Bosque Catarata", "", "Fée égarée de Bois-Cascade", "" }, WF_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); //Snowhead Stray Fairies - itemTable[SH_STRAY_FAIRY] = Item(true, false, &SnowheadStrayFairies, Text{"Snowhead Stray Fairy", "Fee errante de la Pic des Neiges", "Hada Callejera del Pico Nevado", }, SH_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + itemTable[SH_STRAY_FAIRY] = Item(true, false, &SnowheadStrayFairies, Text{"Snowhead Stray Fairy", "Fée égarée du Pic des neiges", "Hada Extraviada del Pico Nevado", "", "Fée égarée du pic des Neiges", "" }, SH_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); //Great Bay Stray Fairies - itemTable[GBT_STRAY_FAIRY] = Item(true, false, &GreatBayStrayFairies, Text{"Great Bay Stray Fairy", "Fee errante de la Grande Baie", "Gran Hada Callejera de la Bahia", }, GBT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + itemTable[GBT_STRAY_FAIRY] = Item(true, false, &GreatBayStrayFairies, Text{"Great Bay Stray Fairy", "Fée égarée de la Grande Baie", "Hada Extraviada de la Gran Bahía", }, GBT_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); //Stone Tower Stray Fairies - itemTable[ST_STRAY_FAIRY] = Item(true, false, &StoneTowerStrayFairies, Text{"Stone Tower Stray Fairy", "Fee errante de la Forteresse de Pierre", "Hada Callejera de la Torre Piedra", }, ST_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); + itemTable[ST_STRAY_FAIRY] = Item(true, false, &StoneTowerStrayFairies, Text{"Stone Tower Stray Fairy", "Fée égarée de la Forteresse de Pierre", "Hada Extraviada de la Torre de Piedra", }, ST_STRAY_FAIRY, (u32)GetItemID::GI_NONE, ITEMTYPE_STRAYFAIRY); //Bottles itemTable[EMPTY_BOTTLE1] = Item(true, false, &ArcheryBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía", }, EMPTY_BOTTLE1, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); itemTable[EMPTY_BOTTLE2] = Item(true, false, &BeaverRaceBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía", }, EMPTY_BOTTLE2, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); itemTable[EMPTY_BOTTLE] = Item(true, false, &HasBottle, Text{"Empty Bottle", "Flacon vide", "Botella vacía", }, EMPTY_BOTTLE, (u32)GetItemID::GI_BOTTLE_EMPTY, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_MILK] = Item(true, false, &AlienBottle, Text{"Bottle with Milk", "Flacon de lait", "Botella de leche Lon Lon", }, BOTTLE_WITH_MILK, (u32)GetItemID::GI_BOTTLE_MILK, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_MILK] = Item(true, false, &AlienBottle, Text{"Bottle with Milk", "Flacon de lait", "Botella de leche", }, BOTTLE_WITH_MILK, (u32)GetItemID::GI_BOTTLE_MILK, ITEMTYPE_ITEM); itemTable[BOTTLE_WITH_RED_POTION] = Item(true, false, &WitchBottle, Text{"Bottle with Red Potion", "Flacon de potion rouge", "Botella de poción roja", }, BOTTLE_WITH_RED_POTION, (u32)GetItemID::GI_BOTTLE_POTION_RED, ITEMTYPE_ITEM); itemTable[GOLD_DUST] = Item(true, true, &GoronRaceBottle, Text{"Gold Dust", "Poudre d'Or", "Polvo de Oro", }, GOLD_DUST, (u32)GetItemID::GI_BOTTLE_GOLD_DUST, ITEMTYPE_QUEST); - itemTable[CHATEAU_ROMANI] = Item(true, false, &ChateauBottle, Text{"Chateau Romani", "Chateau Romani", "Reserva Romani", }, CHATEAU_ROMANI, (u32)GetItemID::GI_BOTTLE_CHATEAU_ROMANI, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_MYSTERY_MILK] = Item(true, true, &MysteryMilkBottle, Text{"Bottle with Mystery Milk", "Bottle with Mystery Milk", "Bottle with Mystery Milk", }, BOTTLE_WITH_MYSTERY_MILK, (u32)GetItemID::GI_BOTTLE_MYSTERY_MILK, ITEMTYPE_QUEST); + itemTable[CHATEAU_ROMANI] = Item(true, false, &ChateauBottle, Text{"Chateau Romani", "Cuvée Romani", "Reserva Romani", }, CHATEAU_ROMANI, (u32)GetItemID::GI_BOTTLE_CHATEAU_ROMANI, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_MYSTERY_MILK] = Item(true, true, &MysteryMilkBottle, Text{"Bottle with Mystery Milk", "Flacon de lait mystère", "Botella de leche sospechosa", "", "Flacon de lait suspect", "" }, BOTTLE_WITH_MYSTERY_MILK, (u32)GetItemID::GI_BOTTLE_MYSTERY_MILK, ITEMTYPE_QUEST); //Other bottle items itemTable[DEKU_PRINCESS] = Item(true, true, &DekuPrincess, Text{"Deku Princess", "Princesse Mojo", "Princesa Deku", }, DEKU_PRINCESS, (u32)GetItemID::GI_DEKU_PRINCESS_FAIRY, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_GREEN_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Green Potion", "Flacon de potion verde", "Botella de poción verte", }, BOTTLE_WITH_GREEN_POTION, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_BLUE_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Blue Potion", "Flacon de potion azul", "Botella de poción bleu", }, BOTTLE_WITH_BLUE_POTION, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_FAIRY] = Item(false, false, &HasBottle, Text{"Bottle with Fairy", "Bottle with Fairy", "Bottle with Fairy", }, BOTTLE_WITH_FAIRY, (u32)GetItemID::GI_FAIRY, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_BUGS] = Item(false, false, &HasBottle, Text{"Bottle with Bugs", "Bottle with Bugs", "Bottle with Bugs", }, BOTTLE_WITH_BUGS, (u32)GetItemID::GI_BOTTLE_BUG, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_FISH] = Item(false, false, &HasBottle, Text{"Bottle with Fish", "Bottle with Fish", "Bottle with Fish", }, BOTTLE_WITH_FISH, (u32)GetItemID::GI_BOTTLE_FISH, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_POE] = Item(false, false, &HasBottle, Text{"Bottle with Poe", "Bottle with Poe", "Bottle with Poe", }, BOTTLE_WITH_POE, (u32)GetItemID::GI_BOTTLE_POE_TEXT, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_BIG_POE] = Item(false, false, &HasBottle, Text{"Bottle with Big Poe", "Bottle with Big Poe", "Bottle with Big Poe", }, BOTTLE_WITH_BIG_POE, (u32)GetItemID::GI_BOTTLE_BIG_POE, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Spring Water", "Bottle with Spring Water", "Bottle with Spring Water", }, BOTTLE_WITH_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_SPRING_WATER, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_HOT_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Hot Spring Water", "Bottle with Hot Spring Water", "Bottle with Hot Spring Water", }, BOTTLE_WITH_HOT_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_HOT_SPRING_WATER, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_ZORA_EGG] = Item(false, true, &HasBottle, Text{"Bottle with Zora Egg", "Bottle with Zora Egg", "Bottle with Zora Egg", }, BOTTLE_WITH_ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); - itemTable[BOTTLE_WITH_MUSHROOM] = Item(false, false, &HasBottle, Text{"Bottle with Mushroom", "Bottle with Mushroom", "Bottle with Mushroom", }, BOTTLE_WITH_MUSHROOM, (u32)GetItemID::GI_BOTTLE_MAGIC_MUSHROOM, ITEMTYPE_ITEM); - itemTable[ZORA_EGG] = Item(false, true, &ZoraEgg, Text{"Zora Egg", "Oeuf de Zora", "Huevo de Zora", }, ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_GREEN_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Green Potion", "Flacon de potion verte", "Botella de poción verde", }, BOTTLE_WITH_GREEN_POTION, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_BLUE_POTION] = Item(false, false, &HasBottle, Text{"Bottle with Blue Potion", "Flacon de potion bleue", "Botella de poción azul", }, BOTTLE_WITH_BLUE_POTION, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_FAIRY] = Item(false, false, &HasBottle, Text{"Bottle with Fairy", "Fée en flacon", "Botella con hada", }, BOTTLE_WITH_FAIRY, (u32)GetItemID::GI_FAIRY, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_BUGS] = Item(false, false, &HasBottle, Text{"Bottle with Bugs", "Insecte en flacon", "Botella con insecto", }, BOTTLE_WITH_BUGS, (u32)GetItemID::GI_BOTTLE_BUG, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_FISH] = Item(false, false, &HasBottle, Text{"Bottle with Fish", "Poisson en flacon", "Botella con pez", }, BOTTLE_WITH_FISH, (u32)GetItemID::GI_BOTTLE_FISH, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_POE] = Item(false, false, &HasBottle, Text{"Bottle with Poe", "Esprit en flacon", "Botella con Poe", }, BOTTLE_WITH_POE, (u32)GetItemID::GI_BOTTLE_POE_TEXT, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_BIG_POE] = Item(false, false, &HasBottle, Text{"Bottle with Big Poe", "Grand esprit en flacon", "Botella con Gran Poe", "", "Âme en flacon", "" }, BOTTLE_WITH_BIG_POE, (u32)GetItemID::GI_BOTTLE_BIG_POE, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Spring Water", "Flacon d'eau de source", "Botella con agua de manantial", }, BOTTLE_WITH_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_SPRING_WATER, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_HOT_SPRING_WATER] = Item(false, false, &HasBottle, Text{"Bottle with Hot Spring Water", "Flacon d'eau de source chaude", "Botella con agua caliente de manantial", }, BOTTLE_WITH_HOT_SPRING_WATER, (u32)GetItemID::GI_BOTTLE_HOT_SPRING_WATER, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_ZORA_EGG] = Item(false, true, &HasBottle, Text{"Bottle with Zora Egg", "Œuf de Zora en flacon", "Botella con huevo Zora", }, BOTTLE_WITH_ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); + itemTable[BOTTLE_WITH_MUSHROOM] = Item(false, false, &HasBottle, Text{"Bottle with Mushroom", "Champignon magique en flacon", "Botella con champiñón mágico", }, BOTTLE_WITH_MUSHROOM, (u32)GetItemID::GI_BOTTLE_MAGIC_MUSHROOM, ITEMTYPE_ITEM); + itemTable[ZORA_EGG] = Item(false, true, &ZoraEgg, Text{"Zora Egg", "Œuf de Zora", "Huevo Zora", }, ZORA_EGG, (u32)GetItemID::GI_BOTTLE_ZORA_EGG, ITEMTYPE_ITEM); itemTable[SEAHORSE] = Item(true, true, &Seahorse, Text{"Seahorse", "Hippocampe", "Caballo de mar", }, SEAHORSE, (u32)GetItemID::GI_BOTTLE_SEAHORSE, ITEMTYPE_ITEM); //Upgrades itemTable[RAZOR_SWORD] = Item(true, false, &RazorSword, Text{"Razor Sword", "Lame Rasoir", "Espada Afilada", }, RAZOR_SWORD, (u32)GetItemID::GI_RAZOR_SWORD, ITEMTYPE_ITEM); - itemTable[GILDED_SWORD] = Item(true, false, &GildedSword, Text{"Gilded Sword", "Lame Doree", "Espada de Esmeril", }, GILDED_SWORD, (u32)GetItemID::GI_GILDED_SWORD, ITEMTYPE_ITEM); + itemTable[GILDED_SWORD] = Item(true, false, &GildedSword, Text{"Gilded Sword", "Lame Dorée", "Espada de Esmeril", }, GILDED_SWORD, (u32)GetItemID::GI_GILDED_SWORD, ITEMTYPE_ITEM); itemTable[MIRROR_SHIELD] = Item(true, false, &MirrorShield, Text{"Mirror Shield", "Bouclier miroir", "Escudo espejo", }, MIRROR_SHIELD, (u32)GetItemID::GI_SHIELD_MIRROR, ITEMTYPE_ITEM); - itemTable[LARGE_QUIVER] = Item(true, false, &TownArcheryQuiver, Text{"Large Quiver", "Large Quiver", "Large Quiver", }, LARGE_QUIVER, (u32)GetItemID::GI_LARGE_QUIVER, ITEMTYPE_ITEM); - itemTable[LARGEST_QUIVER] = Item(true, false, &SwampArcheryQuiver, Text{"Largest Quiver", "Largest Quiver", "Largest Quiver,", }, LARGEST_QUIVER, (u32)GetItemID::GI_LARGEST_QUIVER, ITEMTYPE_ITEM); - itemTable[BOMB_BAG] = Item(true, false, &BombBag20, Text{"Bomb Bag", "Bomb Bag", "Bomb Bag", }, BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_20, ITEMTYPE_ITEM); - itemTable[BIG_BOMB_BAG] = Item(true, false, &TownBombBag, Text{"Big Bomb Bag", "Big Bomb Bag", "Big Bomb Bag", }, BIG_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_30, ITEMTYPE_ITEM); - itemTable[BIGGEST_BOMB_BAG] = Item(true, false, &MountainBombBag, Text{"Biggest Bomb Bag", "Biggest Bomb Bag", "Biggest Bomb Bag", }, BIGGEST_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_40, ITEMTYPE_ITEM); - itemTable[ADULT_WALLET] = Item(true, false, &Townwallet200, Text{"Adult Wallet", "Adult Wallet", "Adult Wallet", }, ADULT_WALLET, (u32)GetItemID::GI_ADULT_WALLET, ITEMTYPE_ITEM); - itemTable[GIANT_WALLET] = Item(true, false, &OceanWallet500, Text{"Giant Wallet", "Giant Wallet", "Giant Wallet", }, GIANT_WALLET, (u32)GetItemID::GI_GIANT_WALLET, ITEMTYPE_ITEM); - itemTable[MAGIC_POWER] = Item(true, false, &MagicPower, Text{"Magic Power", "Magic Power", "Magic Power", }, MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); - itemTable[EXTENDED_MAGIC_POWER] = Item(true, false, &ExtendedMagicPower, Text{"Extended Magic Power", "Extended Magic Power", "Extended Magic Power", }, EXTENDED_MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); + itemTable[LARGE_QUIVER] = Item(true, false, &TownArcheryQuiver, Text{"Large Quiver", "Grand carquois", "Carcaj grande", }, LARGE_QUIVER, (u32)GetItemID::GI_LARGE_QUIVER, ITEMTYPE_ITEM); + itemTable[LARGEST_QUIVER] = Item(true, false, &SwampArcheryQuiver, Text{"Largest Quiver", "Énorme carquois", "Carcaj gigante", }, LARGEST_QUIVER, (u32)GetItemID::GI_LARGEST_QUIVER, ITEMTYPE_ITEM); + itemTable[BOMB_BAG] = Item(true, false, &BombBag20, Text{"Bomb Bag", "Sac de bombes", "Saco de bombas", }, BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_20, ITEMTYPE_ITEM); + itemTable[BIG_BOMB_BAG] = Item(true, false, &TownBombBag, Text{"Big Bomb Bag", "Grand sac de bombes", "Saco de bombas grande", }, BIG_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_30, ITEMTYPE_ITEM); + itemTable[BIGGEST_BOMB_BAG] = Item(true, false, &MountainBombBag, Text{"Biggest Bomb Bag", "Énorme sac de bombes", "Saco de bombas gigante", }, BIGGEST_BOMB_BAG, (u32)GetItemID::GI_BOMB_BAG_40, ITEMTYPE_ITEM); + itemTable[ADULT_WALLET] = Item(true, false, &Townwallet200, Text{"Adult Wallet", "Grande bourse", "Bolsa de rupias grande", }, ADULT_WALLET, (u32)GetItemID::GI_ADULT_WALLET, ITEMTYPE_ITEM); + itemTable[GIANT_WALLET] = Item(true, false, &OceanWallet500, Text{"Giant Wallet", "Bourse Géante", "Bolsa de rupias gigante", "", "Bourse de géant", "" }, GIANT_WALLET, (u32)GetItemID::GI_GIANT_WALLET, ITEMTYPE_ITEM); + itemTable[MAGIC_POWER] = Item(true, false, &MagicPower, Text{"Magic Power", "Pouvoir magique", "Poder mágico", }, MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); + itemTable[EXTENDED_MAGIC_POWER] = Item(true, false, &ExtendedMagicPower, Text{"Extended Magic Power", "Jauge de magie augmentée", "Poder mágico extendido", "", "Capacité de magie augmentée", "" }, EXTENDED_MAGIC_POWER, (u32)GetItemID::GI_NONE, ITEMTYPE_ITEM); //Songs itemTable[SONG_OF_TIME] = Item(true, false, &SongOfTime, Text{"Song of Time", "Chant du temps", "Canción del tiempo", }, SONG_OF_TIME, (u32)0x53, ITEMTYPE_SONG); itemTable[SONG_OF_STORMS] = Item(true, false, &SongOfStorms, Text{"Song of Storms", "Chant des tempêtes", "Canción de la tormenta", }, SONG_OF_STORMS, (u32)0x73, ITEMTYPE_SONG); - itemTable[SONATA_OF_AWAKENING] = Item(true, false, &SonataOfAwakening, Text{"Sonata of Awakening", "Sonate de i'Eveil", "Sonata del Despertar", }, SONATA_OF_AWAKENING, (u32)0x4B, ITEMTYPE_SONG); - itemTable[LULLABY_INTRO] = Item(true, false, &LullabyIntro, Text{"Goron's Lullaby Intro", "Goron's Lullaby Intro", "Goron's Lullaby Intro", }, LULLABY_INTRO, (u32)0x74, ITEMTYPE_SONG); - itemTable[GORONS_LULLABY] = Item(true, false, &GoronsLullaby, Text{"Goron's Lullaby", "Berceuse des Gorons", "Nana Goron", }, GORONS_LULLABY, (u32)0x4D, ITEMTYPE_SONG); - itemTable[NEW_WAVE_BOSSA_NOVA] = Item(true, false, &NewWaveBossaNova, Text{"New Wave Bossa Nova", "Bossa Nova des Flots", "Nueva Bossanova", }, NEW_WAVE_BOSSA_NOVA, (u32)0x4E, ITEMTYPE_SONG); - itemTable[ELEGY_OF_EMPTINESS] = Item(true, false, &ElegyOfEmptiness, Text{"Elegy of Emptiness", "Hymne du Vida", "Elegia al Vacio", }, ELEGY_OF_EMPTINESS, (u32)0x4F, ITEMTYPE_SONG); - itemTable[OATH_TO_ORDER] = Item(true, false, &OathToOrder, Text{"Oath to Order", "Ode lAppel", "Oda al Order", }, OATH_TO_ORDER, (u32)0x51, ITEMTYPE_SONG); + itemTable[SONATA_OF_AWAKENING] = Item(true, false, &SonataOfAwakening, Text{"Sonata of Awakening", "Sonate de l'éveil", "Sonata del despertar", }, SONATA_OF_AWAKENING, (u32)0x4B, ITEMTYPE_SONG); + itemTable[LULLABY_INTRO] = Item(true, false, &LullabyIntro, Text{"Goron's Lullaby Intro", "Intro de la Berceuse", "Introducción de la nana", }, LULLABY_INTRO, (u32)0x74, ITEMTYPE_SONG); + itemTable[GORONS_LULLABY] = Item(true, false, &GoronsLullaby, Text{"Goron's Lullaby", "Berceuse des Gorons", "Nana goron", }, GORONS_LULLABY, (u32)0x4D, ITEMTYPE_SONG); + itemTable[NEW_WAVE_BOSSA_NOVA] = Item(true, false, &NewWaveBossaNova, Text{"New Wave Bossa Nova", "Bossa-nova de flots", "Bossanova de las olas", }, NEW_WAVE_BOSSA_NOVA, (u32)0x4E, ITEMTYPE_SONG); + itemTable[ELEGY_OF_EMPTINESS] = Item(true, false, &ElegyOfEmptiness, Text{"Elegy of Emptiness", "Hymne du vide", "Elegía al vacío", }, ELEGY_OF_EMPTINESS, (u32)0x4F, ITEMTYPE_SONG); + itemTable[OATH_TO_ORDER] = Item(true, false, &OathToOrder, Text{"Oath to Order", "Ode de l'appel", "Oda al orden", }, OATH_TO_ORDER, (u32)0x51, ITEMTYPE_SONG); itemTable[EPONAS_SONG] = Item(true, false, &EponasSong, Text{"Epona's Song", "Chant d'Épona", "Canción de Epona", }, EPONAS_SONG, (u32)0x6C, ITEMTYPE_SONG); - //itemTable[INVERTED_SONG_OF_TIME] = Item(true, false, &InvertedSongOfTime, Text{"Inverted Song of Time", "Chant du Temps Inverse", "Canción del Tiempo Invertida", }, INVERTED_SONG_OF_TIME, 0xC2, ITEMTYPE_SONG); - //itemTable[SONG_OF_DOUBLE_TIME] = Item(true, false, &SongOfDoubleTime, Text{"Song of Double Time", "Chant du Temps Accelere", "Canción del Doble Tiempo", }, SONG_OF_DOUBLE_TIME, 0xC3, ITEMTYPE_SONG); - itemTable[SONG_OF_HEALING] = Item(true, false, &SongOfHealing, Text{"Song of Healing", "Chant de l'Apaisement", "Sonata de Curacion", }, SONG_OF_HEALING, (u32)0x54, ITEMTYPE_SONG); - itemTable[SONG_OF_SOARING] = Item(true, false, &SongOfSoaring, Text{"Song of Soaring", "Chant de l'Envol", "Canción de Vuelo", }, SONG_OF_SOARING, (u32)0x72, ITEMTYPE_SONG); + //itemTable[INVERTED_SONG_OF_TIME] = Item(true, false, &InvertedSongOfTime, Text{"Inverted Song of Time", "Chant du temps inversé", "Canción del tiempo invertida", }, INVERTED_SONG_OF_TIME, 0xC2, ITEMTYPE_SONG); + //itemTable[SONG_OF_DOUBLE_TIME] = Item(true, false, &SongOfDoubleTime, Text{"Song of Double Time", "Chant du temps accéléré", "Canción del doble tiempo", }, SONG_OF_DOUBLE_TIME, 0xC3, ITEMTYPE_SONG); + itemTable[SONG_OF_HEALING] = Item(true, false, &SongOfHealing, Text{"Song of Healing", "Chant de l'apaisement", "Canción de curación", }, SONG_OF_HEALING, (u32)0x54, ITEMTYPE_SONG); + itemTable[SONG_OF_SOARING] = Item(true, false, &SongOfSoaring, Text{"Song of Soaring", "Chant de l'envol", "Canción de vuelo", }, SONG_OF_SOARING, (u32)0x72, ITEMTYPE_SONG); //Maps and Compasses - itemTable[WOODFALL_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Woodfall Temple Map", "Carte de Temple de Bois-Cascade", "Mapa del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_MAP, (u32)0xAE, ITEMTYPE_MAP); - itemTable[SNOWHEAD_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Snowhead Temple Map", "Carte de Temple du Pic des Neiges", "Mapa del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_MAP, (u32)0xAF, ITEMTYPE_MAP); - itemTable[GBT_MAP] = Item(false, false, &noVariable, Text{"Great Bay Temple Map", "Carte de Temple de la Grande Baie", "Mapa del Templo de la Gran Bahia", }, GBT_MAP, (u32)0xB0, ITEMTYPE_MAP); - itemTable[STONE_TOWER_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Temple Map", "Carte du Temple de la Forteresse de Pierre", "Mapa del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_MAP, (u32)0xB1, ITEMTYPE_MAP); - itemTable[CLOCK_TOWN_MAP] = Item(false, false, &noVariable, Text{"Clock Town Map", "Carte de Bourg-Clocher", "Mapa de la Cuidad Reloj", }, CLOCK_TOWN_MAP, (u32)GetItemID::GI_MAP_OF_CLOCK_TOWN, ITEMTYPE_MAP); - itemTable[WOODFALL_MAP] = Item(false, false, &noVariable, Text{"Woodfall Map", "Carte du Bois-Cascade", "Mapa del Bosque Catarata", }, WOODFALL_MAP, (u32)GetItemID::GI_MAP_OF_WOODFALL, ITEMTYPE_MAP); - itemTable[SNOWHEAD_MAP] = Item(false, false, &noVariable, Text{"Snowhead Map", "Carte du Pic Des Neiges", "Mapa del Pico Nevado", }, SNOWHEAD_MAP, (u32)GetItemID::GI_MAP_OF_SNOWHEAD, ITEMTYPE_MAP); - itemTable[GREAT_BAY_MAP] = Item(false, false, &noVariable, Text{"Great Bay Map", "Carte du Plage de la Grande Baie", "Mapa del Costa de la Gran Bahia", }, GREAT_BAY_MAP, (u32)GetItemID::GI_MAP_OF_GREAT_BAY, ITEMTYPE_MAP); - itemTable[STONE_TOWER_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Map", "Carte du Forteresse de Pierre", "Mapa del Torre de Piedra", }, STONE_TOWER_MAP, (u32)GetItemID::GI_MAP_OF_STONE_TOWER, ITEMTYPE_MAP); - itemTable[ROMANI_RANCH_MAP] = Item(false, false, &noVariable, Text{"Romani Ranch Map", "Carte de Ranch Romani", "Mapa de Rancho Romani", }, ROMANI_RANCH_MAP, (u32)GetItemID::GI_MAP_OF_ROMANI_RANCH, ITEMTYPE_MAP); + itemTable[WOODFALL_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Woodfall Temple Map", "Carte du temple de Boisé-les-Cascades", "Mapa del Templo del Bosque Catarata", "", "Carte du temple de Bois-Cascade", "" }, WOODFALL_TEMPLE_MAP, (u32)0xAE, ITEMTYPE_MAP); + itemTable[SNOWHEAD_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Snowhead Temple Map", "Carte du temple du Pic des neiges", "Mapa del Templo del Pico Nevado", "", "Carte du temple du pic des Neiges", "" }, SNOWHEAD_TEMPLE_MAP, (u32)0xAF, ITEMTYPE_MAP); + itemTable[GBT_MAP] = Item(false, false, &noVariable, Text{"Great Bay Temple Map", "Carte du temple de la Grande Baie", "Mapa del Templo de la Gran Bahía", }, GBT_MAP, (u32)0xB0, ITEMTYPE_MAP); + itemTable[STONE_TOWER_TEMPLE_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Temple Map", "Carte du temple de la Forteresse de Pierre", "Mapa del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_MAP, (u32)0xB1, ITEMTYPE_MAP); + itemTable[CLOCK_TOWN_MAP] = Item(false, false, &noVariable, Text{"Clock Town Map", "Carte de Cadranbourg", "Mapa de la Ciudad Reloj", "", "Carte de Bourg-Clocher", "" }, CLOCK_TOWN_MAP, (u32)GetItemID::GI_MAP_OF_CLOCK_TOWN, ITEMTYPE_MAP); + itemTable[WOODFALL_MAP] = Item(false, false, &noVariable, Text{"Woodfall Map", "Carte de Boisé-les-Cascades", "Mapa del Bosque Catarata", "", "Carte de Bois-Cascade", "" }, WOODFALL_MAP, (u32)GetItemID::GI_MAP_OF_WOODFALL, ITEMTYPE_MAP); + itemTable[SNOWHEAD_MAP] = Item(false, false, &noVariable, Text{"Snowhead Map", "Carte du Pic des neiges", "Mapa del Pico Nevado", "", "Carte du pic des Neiges", "" }, SNOWHEAD_MAP, (u32)GetItemID::GI_MAP_OF_SNOWHEAD, ITEMTYPE_MAP); + itemTable[GREAT_BAY_MAP] = Item(false, false, &noVariable, Text{"Great Bay Map", "Carte de la Grande Baie", "Mapa de la Gran Bahía", }, GREAT_BAY_MAP, (u32)GetItemID::GI_MAP_OF_GREAT_BAY, ITEMTYPE_MAP); + itemTable[STONE_TOWER_MAP] = Item(false, false, &noVariable, Text{"Stone Tower Map", "Carte de la Forteresse de Pierre", "Mapa de la Torre de Piedra", }, STONE_TOWER_MAP, (u32)GetItemID::GI_MAP_OF_STONE_TOWER, ITEMTYPE_MAP); + itemTable[ROMANI_RANCH_MAP] = Item(false, false, &noVariable, Text{"Romani Ranch Map", "Carte du ranch Romani", "Mapa del Rancho Romani", }, ROMANI_RANCH_MAP, (u32)GetItemID::GI_MAP_OF_ROMANI_RANCH, ITEMTYPE_MAP); - itemTable[WOODFALL_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Woodfall Temple Compass", "Boussole de Temple de Bois-Cascade", "Brújula del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_COMPASS, (u32)0xA7, ITEMTYPE_COMPASS); - itemTable[SNOWHEAD_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Snowhead Temple Compass", "Boussole de Temple du Pic des Neiges", "Brújula del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_COMPASS, (u32)0xA8, ITEMTYPE_COMPASS); - itemTable[GBT_COMPASS] = Item(false, false, &noVariable, Text{"Great Bay Temple Compass", "Boussole de Temple de la Grande Baie", "Brújula del Templo de la Gran Bahia", }, GBT_COMPASS, (u32)0xAC, ITEMTYPE_COMPASS); - itemTable[STONE_TOWER_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Stone Tower Temple Compass", "Boussole du Teple de la Forteresse de Pierre", "Brújula del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_COMPASS, (u32)0xAD, ITEMTYPE_COMPASS); + itemTable[WOODFALL_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Woodfall Temple Compass", "Boussole de temple de Boisé-les-Cascades", "Brújula del Templo del Bosque Catarata", "", "Boussole de temple de Bois-Cascade", "" }, WOODFALL_TEMPLE_COMPASS, (u32)0xA7, ITEMTYPE_COMPASS); + itemTable[SNOWHEAD_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Snowhead Temple Compass", "Boussole de temple du Pic des neiges", "Brújula del Templo del Pico Nevado", "", "Boussole de temple du pic des Neiges", "" }, SNOWHEAD_TEMPLE_COMPASS, (u32)0xA8, ITEMTYPE_COMPASS); + itemTable[GBT_COMPASS] = Item(false, false, &noVariable, Text{"Great Bay Temple Compass", "Boussole de temple de la Grande Baie", "Brújula del Templo de la Gran Bahía", }, GBT_COMPASS, (u32)0xAC, ITEMTYPE_COMPASS); + itemTable[STONE_TOWER_TEMPLE_COMPASS] = Item(false, false, &noVariable, Text{"Stone Tower Temple Compass", "Boussole du temple de la Forteresse de Pierre", "Brújula del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_COMPASS, (u32)0xAD, ITEMTYPE_COMPASS); //Boss Keys - itemTable[WOODFALL_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyWoodfallTemple, Text{"Woodfall Temple Big Key", "Clé d'or du Temple de Bois-Cascade", "Gran llave del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_BOSS_KEY, (u32)0xA3, ITEMTYPE_BOSSKEY); - itemTable[SNOWHEAD_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeySnowheadTemple, Text{"Snowhead Temple Big Key", "Clé d'or du Temple du Pic des Neiges", "Gran llave del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_BOSS_KEY, (u32)0xA4, ITEMTYPE_BOSSKEY); - itemTable[GBT_BOSS_KEY] = Item(true, false, &BossKeyGreatBayTemple, Text{"Great Bay Temple Big Key", "Clé d'or du Temple de la Grande Baie", "Gran llave del Templo de la Gran Bahia", }, GBT_BOSS_KEY, (u32)0xA5, ITEMTYPE_BOSSKEY); - itemTable[STONE_TOWER_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyStoneTowerTemple, Text{"Stone Tower Temple Big Key", "Clé d'or du Temple de la Forteresse de Pierre", "Gran llave del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_BOSS_KEY, (u32)0xA6, ITEMTYPE_BOSSKEY); + itemTable[WOODFALL_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyWoodfallTemple, Text{"Woodfall Temple Big Key", "Grande clé du temple de Boisé-les-Cascades", "Gran llave del Templo del Bosque Catarata", "", "Grande clé du temple de Bois-Cascade", "" }, WOODFALL_TEMPLE_BOSS_KEY, (u32)0xA3, ITEMTYPE_BOSSKEY); + itemTable[SNOWHEAD_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeySnowheadTemple, Text{"Snowhead Temple Big Key", "Grande clé du temple du Pic des neiges", "Gran llave del Templo del Pico Nevado", "", "Grande clé du temple du pic des Neiges", "" }, SNOWHEAD_TEMPLE_BOSS_KEY, (u32)0xA4, ITEMTYPE_BOSSKEY); + itemTable[GBT_BOSS_KEY] = Item(true, false, &BossKeyGreatBayTemple, Text{"Great Bay Temple Big Key", "Grande clé du temple de la Grande Baie", "Gran llave del Templo de la Gran Bahía", }, GBT_BOSS_KEY, (u32)0xA5, ITEMTYPE_BOSSKEY); + itemTable[STONE_TOWER_TEMPLE_BOSS_KEY] = Item(true, false, &BossKeyStoneTowerTemple, Text{"Stone Tower Temple Big Key", "Grande clé du temple de la Forteresse de Pierre", "Gran llave del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_BOSS_KEY, (u32)0xA6, ITEMTYPE_BOSSKEY); //Small Keys - itemTable[WOODFALL_TEMPLE_SMALL_KEY] = Item(true, false, &WoodfallTempleKeys, Text{"Woodfall Temple Small Key", "Petite clé du Temple de Bois-Cascade", "Llave del Templo del Templo del Bosque Catarata", }, WOODFALL_TEMPLE_SMALL_KEY, (u32)0x76, ITEMTYPE_SMALLKEY); - itemTable[SNOWHEAD_TEMPLE_SMALL_KEY] = Item(true, false, &SnowheadTempleKeys, Text{"Snowhead Temple Small Key", "Petite clé du Temple du Pic des Neiges", "Llave del Templo del Pico Nevado", }, SNOWHEAD_TEMPLE_SMALL_KEY, (u32)0x77, ITEMTYPE_SMALLKEY); - itemTable[GBT_SMALL_KEY] = Item(true, false, &GreatBayTempleKeys, Text{"Great Bay Temple Small Key", "Petite clé du Temple de la Grande Baie", "Llave del Templo del la Gran Bahia", }, GBT_SMALL_KEY, (u32)0x90, ITEMTYPE_SMALLKEY); - itemTable[STONE_TOWER_TEMPLE_SMALL_KEY] = Item(true, false, &StoneTowerTempleKeys, Text{"Stone Tower Temple Small Key", "Petite clé du Temple de la Forteresse de Pierre", "Llave del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_SMALL_KEY, (u32)0xA2, ITEMTYPE_SMALLKEY); + itemTable[WOODFALL_TEMPLE_SMALL_KEY] = Item(true, false, &WoodfallTempleKeys, Text{"Woodfall Temple Small Key", "Petite clé du temple de Boisé-les-Cascades", "Llave del Templo del Templo del Bosque Catarata", "", "Petite clé du temple de Bois-Cascade", "" }, WOODFALL_TEMPLE_SMALL_KEY, (u32)0x76, ITEMTYPE_SMALLKEY); + itemTable[SNOWHEAD_TEMPLE_SMALL_KEY] = Item(true, false, &SnowheadTempleKeys, Text{"Snowhead Temple Small Key", "Petite clé du temple du Pic des neiges", "Llave del Templo del Pico Nevado", "", "Petite clé du temple du pic des Neiges", "" }, SNOWHEAD_TEMPLE_SMALL_KEY, (u32)0x77, ITEMTYPE_SMALLKEY); + itemTable[GBT_SMALL_KEY] = Item(true, false, &GreatBayTempleKeys, Text{"Great Bay Temple Small Key", "Petite clé du temple de la Grande Baie", "Llave del Templo del la Gran Bahia", }, GBT_SMALL_KEY, (u32)0x90, ITEMTYPE_SMALLKEY); + itemTable[STONE_TOWER_TEMPLE_SMALL_KEY] = Item(true, false, &StoneTowerTempleKeys, Text{"Stone Tower Temple Small Key", "Petite clé du temple de la Forteresse de Pierre", "Llave del Templo de la Torre de Piedra", }, STONE_TOWER_TEMPLE_SMALL_KEY, (u32)0xA2, ITEMTYPE_SMALLKEY); //Boss Remains itemTable[ODOLWAS_REMAINS] = Item(true, false, &OdolwaRemains, Text{"Odolwa's Remains", "Restes d'Odolwa", "Restos de Odolwa", }, ODOLWAS_REMAINS, (u32)GetItemID::GI_ODOLWAS_REMAINS, ITEMTYPE_DUNGEONREWARD); - itemTable[GOHTS_REMAINS] = Item(true, false, &GohtRemains, Text{"Goht's Remains", "Restes de Rohrk", "Restos de Goht", }, GOHTS_REMAINS, (u32)GetItemID::GI_GOHTS_REMAINS, ITEMTYPE_DUNGEONREWARD); + itemTable[GOHTS_REMAINS] = Item(true, false, &GohtRemains, Text{"Goht's Remains", "Restes de Rhork", "Restos de Goht", }, GOHTS_REMAINS, (u32)GetItemID::GI_GOHTS_REMAINS, ITEMTYPE_DUNGEONREWARD); itemTable[GYORGS_REMAINS] = Item(true, false, &GyorgRemains, Text{"Gyorg's Remains", "Restes de Gyorg", "Restos de Gyorg", }, GYORGS_REMAINS, (u32)GetItemID::GI_GYORGS_REMAINS, ITEMTYPE_DUNGEONREWARD); - itemTable[TWINMOLDS_REMAINS] = Item(true, false, &TwinmoldRemains, Text{"Twinmold's Remains", "Restes de Skorn", "Restos dde Twinmod", }, TWINMOLDS_REMAINS, (u32)GetItemID::GI_TWINMOLDS_REMAINS, ITEMTYPE_DUNGEONREWARD); + itemTable[TWINMOLDS_REMAINS] = Item(true, false, &TwinmoldRemains, Text{"Twinmold's Remains", "Restes de Skorn", "Restos de Twinmold", }, TWINMOLDS_REMAINS, (u32)GetItemID::GI_TWINMOLDS_REMAINS, ITEMTYPE_DUNGEONREWARD); //Pre Clock Town?? //itemTable[PRE_CLOCK_TOWN_CHEST] = Item(false,0, &noVariable, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Nueces deku (10)" }, "Pre-Clock Town Chest", Region::BeneathClockTown, PRE_CLOCK_TOWN_CHEST, (u32)GetItemID::GI_NUTS_10, ItemCategory::DekuNuts, LocationCategory::GlitchesRequired); //Generic Items - itemTable[RECOVERY_HEART] = Item(false, false, &noVariable, Text{"Recovery Heart", "Cœur d'énergie", "Corazón", }, RECOVERY_HEART, (u32)GetItemID::GI_RECOVERY_HEART_SINGLE, ITEMTYPE_ITEM); + itemTable[RECOVERY_HEART] = Item(false, false, &noVariable, Text{"Recovery Heart", "Cœur de vie", "Corazón", }, RECOVERY_HEART, (u32)GetItemID::GI_RECOVERY_HEART_SINGLE, ITEMTYPE_ITEM); itemTable[GREEN_RUPEE] = Item(false, false, &noVariable, Text{"Green Rupee", "Rubis vert", "Rupia verde", }, GREEN_RUPEE, (u32)GetItemID::GI_RUPEE_GREEN, ITEMTYPE_ITEM); itemTable[BLUE_RUPEE] = Item(false, false, &noVariable, Text{"Blue Rupee", "Rubis bleu", "Rupia azul", }, BLUE_RUPEE, (u32)GetItemID::GI_RUPEE_BLUE, ITEMTYPE_ITEM); itemTable[RED_RUPEE] = Item(false, false, &noVariable, Text{"Red Rupee", "Rubis rouge", "Rupia roja", }, RED_RUPEE, (u32)GetItemID::GI_RUPEE_RED, ITEMTYPE_ITEM); - itemTable[PURPLE_RUPEE] = Item(false, false, &noVariable, Text{"Purple Rupee", "Rubis pourpre", "Rupia morada", }, PURPLE_RUPEE, (u32)GetItemID::GI_RUPEE_PURPLE, ITEMTYPE_ITEM); + itemTable[PURPLE_RUPEE] = Item(false, false, &noVariable, Text{"Purple Rupee", "Rubis mauve", "Rupia morada", "", "Rubis violet", "" }, PURPLE_RUPEE, (u32)GetItemID::GI_RUPEE_PURPLE, ITEMTYPE_ITEM); itemTable[HUGE_RUPEE] = Item(false, false, &noVariable, Text{"Huge Rupee", "Énorme rubis", "Rupia gigante", }, HUGE_RUPEE, (u32)GetItemID::GI_RUPEE_GOLD, ITEMTYPE_ITEM); - itemTable[SILVER_RUPEE] = Item(false, false, &noVariable, Text{"Silver Rupee", "rubis d'argent", "Rupia de plata", }, SILVER_RUPEE, (u32)GetItemID::GI_RUPEE_SILVER, ITEMTYPE_ITEM); - itemTable[PIECE_OF_HEART] = Item(true, false, &PiecesOfHeart, Text{"Piece of Heart", "Quart de cœur", "Pieza de corazón", }, PIECE_OF_HEART, (u32)GetItemID::GI_HEART_PIECE, ITEMTYPE_ITEM); + itemTable[SILVER_RUPEE] = Item(false, false, &noVariable, Text{"Silver Rupee", "Rubis argenté", "Rupia de plata", }, SILVER_RUPEE, (u32)GetItemID::GI_RUPEE_SILVER, ITEMTYPE_ITEM); + itemTable[PIECE_OF_HEART] = Item(true, false, &PiecesOfHeart, Text{"Piece of Heart", "Quart de cœur", "Pieza de corazón", "", "Fragment de cœur", "" }, PIECE_OF_HEART, (u32)GetItemID::GI_HEART_PIECE, ITEMTYPE_ITEM); itemTable[HEART_CONTAINER] = Item(true, false, &HeartContainers, Text{"Heart Container", "Réceptacle de cœur", "Contenedor de corazón", }, HEART_CONTAINER, (u32)GetItemID::GI_HEART_CONTAINER, ITEMTYPE_ITEM); itemTable[ICE_TRAP] = Item(false, false, &noVariable, Text{"Ice Trap", "Piège de glace", "Trampa de hielo", }, ICE_TRAP, 0x12, ITEMTYPE_ITEM); - itemTable[MILK] = Item(false, false, &HasBottle, Text{"Milk", "Lait", "Leche Lon Lon", }, NONE, 0x92, ITEMTYPE_ITEM); + itemTable[MILK] = Item(false, false, &HasBottle, Text{"Milk", "Lait", "Leche", }, NONE, 0x92, ITEMTYPE_ITEM); //Refills itemTable[BOMBS_5] = Item(false, false, &noVariable, Text{"Bombs (5)", "Bombes (5)", "Bombas (5)", }, BOMBS_5, (u32)GetItemID::GI_BOMBS_5, ITEMTYPE_REFILL); itemTable[BOMBS_10] = Item(false, false, &noVariable, Text{"Bombs (10)", "Bombes (10)", "Bombas (10)", }, BOMBS_10, (u32)GetItemID::GI_BOMBS_10, ITEMTYPE_REFILL); itemTable[BOMBS_20] = Item(false, false, &noVariable, Text{"Bombs (20)", "Bombes (20)", "Bombas (20)", }, BOMBS_20, (u32)GetItemID::GI_BOMBS_20, ITEMTYPE_REFILL); - itemTable[BOMBCHU_5] = Item(false, false, &noVariable, Text{"Bombchu (5)", "Bombchus (5)", "Bombchus (5)", }, BOMBCHU_5, (u32)GetItemID::GI_BOMBCHUS_5, ITEMTYPE_REFILL); - itemTable[BOMBCHU_10] = Item(false, false, &noVariable, Text{"Bombchu (10)", "Bombchus (10)", "Bombchus (10)", }, BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_REFILL); - itemTable[BOMBCHU_20] = Item(false, false, &noVariable, Text{"Bombchu (20)", "Bombchus (20)", "Bombchus (20)", }, BOMBCHU_20, (u32)GetItemID::GI_BOMBCHU_20, ITEMTYPE_REFILL); - //itemTable[BOMBCHU_DROP] = Item(false, false, &BombchuDrop, Text{"Bombchu Drop", "Bombchus", "Bombchus", }, NONE, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_DROP); + itemTable[BOMBCHU_5] = Item(false, false, &noVariable, Text{"Bombchu (5)", "Bombchu (5)", "Bombchus (5)", "", "Missiles Teigneux (5)", "" }, BOMBCHU_5, (u32)GetItemID::GI_BOMBCHUS_5, ITEMTYPE_REFILL); + itemTable[BOMBCHU_10] = Item(false, false, &noVariable, Text{"Bombchu (10)", "Bombchu (10)", "Bombchus (10)", "", "Missiles Teigneux (10)", "" }, BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_REFILL); + itemTable[BOMBCHU_20] = Item(false, false, &noVariable, Text{"Bombchu (20)", "Bombchu (20)", "Bombchus (20)", "", "Missiles Teigneux (20)", "" }, BOMBCHU_20, (u32)GetItemID::GI_BOMBCHU_20, ITEMTYPE_REFILL); + //itemTable[BOMBCHU_DROP] = Item(false, false, &BombchuDrop, Text{"Bombchu Drop", "Bombchu", "Bombchus", "", "Missiles Teigneux", "" }, NONE, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_DROP); itemTable[ARROWS_10] = Item(false, false, &noVariable, Text{"Arrows (10)", "Flèches (10)", "Flechas (10)", }, ARROWS_10, 0x1E, ITEMTYPE_REFILL); itemTable[ARROWS_30] = Item(false, false, &noVariable, Text{"Arrows (30)", "Flèches (30)", "Flechas (30)", }, ARROWS_30, 0x1F, ITEMTYPE_REFILL); itemTable[ARROWS_40] = Item(false, false, &noVariable, Text{"Arrows (40)", "Flèches (40)", "Flechas (40)", }, ARROWS_40, 0x20, ITEMTYPE_REFILL); itemTable[ARROWS_50] = Item(false, false, &noVariable, Text{"Arrows (50)", "Flèches (50)", "Flechas (50)", }, ARROWS_50, 0x21, ITEMTYPE_REFILL); - itemTable[DEKU_NUTS_5] = Item(false, false, &noVariable, Text{"Deku Nuts (5)", "Noix Mojo (5)", "Nueces deku (5)", }, DEKU_NUTS_5, (u32)GetItemID::GI_NUTS_5, ITEMTYPE_REFILL); - itemTable[DEKU_NUTS_10] = Item(false, false, &noVariable, Text{"Deku Nuts (10)", "Noix Mojo (10)", "Nueces deku (10)", }, DEKU_NUTS_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_REFILL); + itemTable[DEKU_NUTS_5] = Item(false, false, &noVariable, Text{"Deku Nuts (5)", "Noix Mojos (5)", "Nueces deku (5)", "", "Noix Mojo (5)", "" }, DEKU_NUTS_5, (u32)GetItemID::GI_NUTS_5, ITEMTYPE_REFILL); + itemTable[DEKU_NUTS_10] = Item(false, false, &noVariable, Text{"Deku Nuts (10)", "Noix Mojos (10)", "Nueces deku (10)", "", "Noix Mojo (10)", "" }, DEKU_NUTS_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_REFILL); itemTable[DEKU_STICK_1] = Item(false, false, &noVariable, Text{"Deku Stick (1)", "Bâton Mojo (1)", "Palo deku (1)", }, DEKU_STICK_1, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_REFILL); itemTable[RED_POTION_REFILL] = Item(false, false, &noVariable, Text{"Red Potion Refill", "Potion rouge", "Recarga de poción roja", }, RED_POTION_REFILL, (u32)GetItemID::GI_POTION_RED, ITEMTYPE_REFILL); itemTable[GREEN_POTION_REFILL] = Item(false, false, &noVariable, Text{"Green Potion Refill", "Potion verte", "Recarga de poción verde", }, GREEN_POTION_REFILL, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_REFILL); @@ -213,28 +213,28 @@ void ItemTable_Init() { //repeatable denotes that an item in a vanilla playth //Shop Items (&logicVar = Price?) itemTable[BUY_ARROWS_10] = Item(false, false, &noVariable, Text{"Buy Arrows (10)", "Acheter: Flèches (10)", "Comprar flechas (10)", }, BUY_ARROWS_10, (u32)GetItemID::GI_ARROWS_MEDIUM, ITEMTYPE_SHOP); itemTable[BUY_ARROWS_30] = Item(false, false, &noVariable, Text{"Buy Arrows (30)", "Acheter: Flèches (30)", "Comprar flechas (30)", }, BUY_ARROWS_30, (u32)GetItemID::GI_ARROWS_LARGE, ITEMTYPE_SHOP); - itemTable[BUY_DEKU_NUT_10] = Item(false, false, &noVariable, Text{"Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Comprar Nueces deku (10)", }, BUY_DEKU_NUT_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_SHOP); + itemTable[BUY_DEKU_NUT_10] = Item(false, false, &noVariable, Text{"Buy Deku Nut (10)", "Acheter: Noix Mojos (10)", "Comprar nueces deku (10)", "", "Acheter: Noix Mojo (10)", "" }, BUY_DEKU_NUT_10, (u32)GetItemID::GI_NUTS_10, ITEMTYPE_SHOP); itemTable[BUY_DEKU_STICK_1] = Item(false, false, &noVariable, Text{"Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Comprar palos deku (1)", }, BUY_DEKU_STICK_1, (u32)GetItemID::GI_STICKS_1, ITEMTYPE_SHOP); itemTable[BUY_BOMBS_10] = Item(false, false, &noVariable, Text{"Buy Bombs (10)", "Acheter: Bombes (10)", "Comprar Bombas (10)", }, BUY_BOMBS_10, (u32)GetItemID::GI_BOMBS_10, ITEMTYPE_SHOP); itemTable[BUY_RED_POTION] = Item(false, false, &noVariable, Text{"Buy Red Potion ", "Acheter: Potion rouge ", "Comprar poción roja ", }, BUY_RED_POTION, (u32)GetItemID::GI_POTION_RED, ITEMTYPE_SHOP); itemTable[BUY_GREEN_POTION] = Item(false, false, &noVariable, Text{"Buy Green Potion", "Acheter: Potion verte", "Comprar poción verde", }, BUY_GREEN_POTION, (u32)GetItemID::GI_POTION_GREEN, ITEMTYPE_SHOP); itemTable[BUY_BLUE_POTION] = Item(false, false, &noVariable, Text{"Buy Blue Potion", "Acheter: Potion bleue", "Comprar poción azul", }, BUY_BLUE_POTION, (u32)GetItemID::GI_POTION_BLUE, ITEMTYPE_SHOP); - itemTable[BUY_HEROS_SHIELD] = Item(false, false, &noVariable, Text{"Buy Hero's Shield", "Acheter: Bouclier Hylien", "Comprar escudo hyliano", }, BUY_HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_SHOP); - itemTable[BUY_BOMBCHU_10] = Item(false, false, &noVariable, Text{"Buy Bombchu (10)", "Acheter: Bombchus (10)", "Comprar bombchus (10)", }, BUY_BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_SHOP); + itemTable[BUY_HEROS_SHIELD] = Item(false, false, &noVariable, Text{"Buy Hero's Shield", "Acheter: Bouclier du Héros", "Comprar escudo del héroe", }, BUY_HEROS_SHIELD, (u32)GetItemID::GI_SHIELD_HERO, ITEMTYPE_SHOP); + itemTable[BUY_BOMBCHU_10] = Item(false, false, &noVariable, Text{"Buy Bombchu (10)", "Acheter: Bombchu (10)", "Comprar bombchus (10)", "", "Acheter: Missiles Teigneux (10)", "" }, BUY_BOMBCHU_10, (u32)GetItemID::GI_BOMBCHUS_10, ITEMTYPE_SHOP); itemTable[SOLD_OUT] = Item(false, false, &noVariable, Text{"Sold Out", "Vendu", "Vendido", }, SOLD_OUT, (u32)GetItemID::GI_NONE, ITEMTYPE_SHOP); itemTable[BUY_FAIRYS_SPIRIT] = Item(false, false, &noVariable, Text{"Buy Fairy's Spirit", "Acheter: Fée", "Comprar hada", }, BUY_FAIRYS_SPIRIT, (u32)GetItemID::GI_FAIRY, ITEMTYPE_SHOP); - itemTable[BUY_MAGIC_BEAN] = Item(false, false, &noVariable, Text{"Buy Magic Bean", "Buy Magic Bean", "Buy Magic Bean", }, BUY_MAGIC_BEAN, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_SHOP); + itemTable[BUY_MAGIC_BEAN] = Item(false, false, &noVariable, Text{"Buy Magic Bean", "Acheter: Haricot Magique", "Comprar habichuela mágica", }, BUY_MAGIC_BEAN, (u32)GetItemID::GI_MAGIC_BEAN, ITEMTYPE_SHOP); //Progressive Items - itemTable[PROGRESSIVE_SWORD] = Item(true, false, &ProgressiveSword, Text{"Progressive Sword", "Lame (prog.)", "Espada progresivo", }, PROGRESSIVE_SWORD, 0x4A, ITEMTYPE_ITEM); + itemTable[PROGRESSIVE_SWORD] = Item(true, false, &ProgressiveSword, Text{"Progressive Sword", "Lame (prog.)", "Espada progresiva", }, PROGRESSIVE_SWORD, 0x4A, ITEMTYPE_ITEM); itemTable[PROGRESSIVE_BOMB_BAG] = Item(true, false, &ProgressiveBombBag, Text{"Progressive Bomb Bag", "Sac de bombes (prog.)", "Saco de bombas progresivo", }, PROGRESSIVE_BOMB_BAG, 0x46, ITEMTYPE_ITEM); itemTable[PROGRESSIVE_BOW] = Item(true, false, &ProgressiveBow, Text{"Progressive Bow", "Arc (prog.)", "Arco progresivo", }, PROGRESSIVE_BOW, 0x47, ITEMTYPE_ITEM); itemTable[PROGRESSIVE_WALLET] = Item(true, false, &ProgressiveWallet, Text{"Progressive Wallet", "Bourse (prog.)", "Bolsa de rupias progresiva", }, PROGRESSIVE_WALLET, 0x48, ITEMTYPE_ITEM); - itemTable[PROGRESSIVE_MAGIC_METER] = Item(true, false, &ProgressiveMagic, Text{"Progressive Magic Meter", "Jauge de magie (prog.)", "Poder mágico progresivo", }, PROGRESSIVE_MAGIC_METER, 0x49, ITEMTYPE_GFAIRY); + itemTable[PROGRESSIVE_MAGIC_METER] = Item(true, false, &ProgressiveMagic, Text{"Progressive Magic Meter", "Jauge de magie (prog)", "Poder mágico progresivo", "", "Capacité de magie (prog.)", "" }, PROGRESSIVE_MAGIC_METER, 0x49, ITEMTYPE_GFAIRY); - itemTable[MAJORAS_MASK] = Item(true, false, &noVariable, Text{"Majora's Mask", "Majora's Mask", "Majora's Mask", }, MAJORAS_MASK, (u32)GetItemID::GI_ERROR_NOTHING_40, ITEMTYPE_EVENT); + itemTable[MAJORAS_MASK] = Item(true, false, &noVariable, Text{"Majora's Mask", "Masque de Majora", "Máscara de Majora", }, MAJORAS_MASK, (u32)GetItemID::GI_ERROR_NOTHING_40, ITEMTYPE_EVENT); itemTable[HINT] = Item(true, true, &noVariable, Text{"Hint", "Indice", "Pista", }, HINT, (u32)GetItemID::GI_ERROR_NOTHING_40, ITEMTYPE_EVENT); - //itemTable[PROGRESSIVE_BOMBCHUS] = Item(true, false, &Bombchus, Text{"Progressive Bombchu", "Bombchus (prog.)", "Bombchus progresivos", }, PROGRESSIVE_BOMBCHUS, 0x89, ITEMTYPE_ITEM); + //itemTable[PROGRESSIVE_BOMBCHUS] = Item(true, false, &Bombchus, Text{"Progressive Bombchu", "Bombchu (prog.)", "Bombchus progresivos", "", "Missiles Teigneux (prog.)", "" }, PROGRESSIVE_BOMBCHUS, 0x89, ITEMTYPE_ITEM); //itemTable[PROGRESSIVE_NUT_UPGRADE] = Item(false, false, &noVariable, Text{"Progressive Nut Capacity", "Capacité de noix (prog.)", "Capacidad de nueces deku progresiva", }, PROGRESSIVE_NUT_UPGRADE, 0x87, ITEMTYPE_ITEM); //itemTable[PROGRESSIVE_STICK_UPGRADE] = Item(false, false, &noVariable, Text{"Progressive Stick Capacity", "Capacité de bâtons (prog.)", "Capacidad de palos deku progresiva", }, PROGRESSIVE_STICK_UPGRADE, 0x88, ITEMTYPE_ITEM); From 98370463949df1dda62481ca30bbe5d6207214ff Mon Sep 17 00:00:00 2001 From: pizza1398 <259104093+pizza1398@users.noreply.github.com> Date: Sun, 22 Mar 2026 13:57:49 +0100 Subject: [PATCH 3/4] Update English hints Color markers, spelling, grammar, accuracy... --- source/hint_list.cpp | 967 +++++++++++++++++++++---------------------- 1 file changed, 483 insertions(+), 484 deletions(-) diff --git a/source/hint_list.cpp b/source/hint_list.cpp index 8b67a66..72eb463 100644 --- a/source/hint_list.cpp +++ b/source/hint_list.cpp @@ -23,7 +23,6 @@ void HintTable_Init() { /*-------------------------- | ITEM HINTS | --------------------------*/ - hintTable[KOKIRI_SWORD] = HintText::Item({ //obscure Text{"a forest blade", "une lame sylvestre", "acero del bosque"} @@ -799,7 +798,7 @@ void HintTable_Init() { //obscure Text{"icy small key", "une clé glacée", "una llave helada"} }, //clear - Text{"the Snowhead Temple Small Key", "une petite clé du temple du Pic des neiges", "una llave pequeña del Templo del Pico Nevado", "", "une petite clé du temple du pic des Neiges", ""} + Text{"a Snowhead Temple Small Key", "une petite clé du temple du Pic des neiges", "una llave pequeña del Templo del Pico Nevado", "", "une petite clé du temple du pic des Neiges", ""} ); hintTable[GBT_SMALL_KEY] = HintText::Item({ //obscure @@ -811,7 +810,7 @@ void HintTable_Init() { //obscure Text{"rocky small key", "une clé rocheuse", "una llave rocosa"} }, //clear - Text{"the Stone Tower Temple Small Key", "une petite clé du temple de la forteresse de pierre", "una llave pequeña del Templo de la Torre de Piedra"} + Text{"a Stone Tower Temple Small Key", "une petite clé du temple de la forteresse de pierre", "una llave pequeña del Templo de la Torre de Piedra"} ); //DUNGEON REWARDS hintTable[ODOLWAS_REMAINS] = HintText::Item({ @@ -1009,79 +1008,79 @@ void HintTable_Init() { //Clock Tower hintTable[CLOCK_TOWER_OCARINA_OF_TIME] = HintText::Sometimes({ //obscure - Text{"A Musical Instrument", "l'#instrument qui t'a été volé# est", "Un instrumento musical"}}); + Text{"a #musical instrument# is", "l'#instrument qui t'a été volé# est", "Un instrumento musical"}}); hintTable[CLOCK_TOWER_SONG_OF_TIME] = HintText::Sometimes({ //obscure - Text{"A Timeless Song", "le #souvenir de la princesse# est", ""}}); + Text{"a #timeless song# is", "le #souvenir de la princesse# est", ""}}); hintTable[HMS_DEKU_MASK] = HintText::Sometimes({ //obscure - Text{"a forest curse removed rewards", "#lever une malédiction sylvestre# crée", "remover la maldición del bosque otorga"}}); + Text{"a #forest curse removed# rewards", "#lever une malédiction sylvestre# crée", "remover la maldición del bosque otorga"}}); hintTable[HMS_SONG_OF_HEALING] = HintText::Sometimes({ //obscure - Text{"a masked man's melody teaches", "la #foire aux masques# enseigne", "la melodía del hombre enmascarado enseña"}}); + Text{"a #masked man's melody# teaches", "la #foire aux masques# enseigne", "la melodía del hombre enmascarado enseña"}}); hintTable[HMS_BOMBERS_NOTEBOOK] = HintText::Sometimes({ //obscure - Text{"a masked man's gift rewards", "la #foire aux masque# offre", "el hombre enmascarado otorga"}}); + Text{"a #masked man's gift# rewards", "la #foire aux masque# offre", "el hombre enmascarado otorga"}}); hintTable[HMS_STARTING_SWORD] = HintText::Sometimes({ //obscure - Text{"a new file yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); + Text{"a #new file# yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); hintTable[HMS_STARTING_SHIELD] = HintText::Sometimes({ //obscure - Text{"a new file yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); + Text{"a #new file# yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); //PRE_CLOCK_TOWN_CHEST //Deku Palace hintTable[DEKU_PALACE_BEAN_SELLER] = HintText::Sometimes({ //obscure - Text{"a gorging merchant sells", "un #marchand goulu# vend", "el mercader enterrado vende"}}); + Text{"a #gorging merchant# sells", "un #marchand goulu# vend", "el mercader enterrado vende"}}); hintTable[DEKU_PALACE_WEST_GARDEN] = HintText::Sometimes({ //obscure - Text{"the home of scrubs contains", "l'#habitat des pestes# contient", "el hogar de los matorrales contiene"}}); + Text{"the #home of scrubs# contains", "l'#habitat des pestes# contient", "el hogar de los matorrales contiene"}}); hintTable[DEKU_PALACE_BUTLER_RACE] = HintText::Sometimes({ //obscure - Text{"the royal servant rewards", "le #servant royal# offre", "el sirviente real recompensa con"}}); + Text{"the #royal servant# rewards", "le #servant royal# offre", "el sirviente real recompensa con"}}); hintTable[DEKU_PALACE_BEAN_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a merchant's cave contains", "la #grotte d'un marchand# contient", "la cueva del mercader contiene"}}); + Text{"a #merchant's cave# contains", "la #grotte d'un marchand# contient", "la cueva del mercader contiene"}}); hintTable[DEKU_PALACE_IMPRISONED_MONKEY] = HintText::Sometimes({ //obscure - Text{"a false imprisonment teaches", "un #détenu innocent# enseigne", "un falso aprisionamiento enseña"}}); + Text{"a #false imprisonment# teaches", "un #détenu innocent# enseigne", "un falso aprisionamiento enseña"}}); //East Clock Town hintTable[E_CLOCK_TOWN_AROMA_IN_BAR] = HintText::Sometimes({ //obscure - Text{"an important lady rewards", "un #rapport fructueux# confère", "una señora importante recompensa con"}}); + Text{"an #important lady# rewards", "un #rapport fructueux# confère", "una señora importante recompensa con"}}); hintTable[E_CLOCK_TOWN_ARCHERY_1] = HintText::Sometimes({ //obscure - Text{"a town activity rewards", "un #habile abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); + Text{"a #town activity# rewards", "un #habile abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); hintTable[E_CLOCK_TOWN_ARCHERY_2] = HintText::Sometimes({ //obscure - Text{"a town activity rewards", "un #parfait abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); + Text{"a #town activity# rewards", "un #parfait abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); hintTable[E_CLOCK_TOWN_MAYOR] = HintText::Sometimes({ //obscure - Text{"a town leader rewards", "un #homme d'état# offre", "el líder de la ciudad recompensa con"}}); + Text{"a #town leader# rewards", "un #homme d'état# offre", "el líder de la ciudad recompensa con"}}); hintTable[E_CLOCK_TOWN_HONEY_DARLING_3DAYS] = HintText::Sometimes({ //obscure - Text{"a lovers game rewards", "un #jeu d'amants# offre", "un juego de amantes recompensa con"}}); + Text{"a #lovers game# rewards", "un #jeu d'amants# offre", "un juego de amantes recompensa con"}}); hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_GORON] = HintText::Sometimes({ //obscure - Text{"a treasure game rewards", "un #jeu trésorier# offre", "un juego del tesoro recompensa con"}}); + Text{"a #treasure game# rewards", "un #jeu trésorier# offre", "un juego del tesoro recompensa con"}}); hintTable[E_CLOCK_TOWN_POSTMAN_FREEDOM] = HintText::Sometimes({ //obscure - Text{"a delivery person rewards", "un #ex-livreur# offre", "un repartidor recompensa con"}}); + Text{"a #delivery person# rewards", "un #ex-livreur# offre", "un repartidor recompensa con"}}); hintTable[E_CLOCK_TOWN_GORMAN] = HintText::Sometimes({ //obscure - Text{"a miserable leader rewards", "un #homme ivre# offre", "un líder miserable otorga"}}); + Text{"a #miserable leader# rewards", "un #homme ivre# offre", "un líder miserable otorga"}}); hintTable[E_CLOCK_TOWN_AROMA_IN_OFFICE] = HintText::Sometimes({ //obscure - Text{"an important lady rewards", "une #affectation détective# confie", "una señora importante recompensa con"}}); + Text{"an #important lady# rewards", "une #affectation détective# confie", "una señora importante recompensa con"}}); hintTable[BOMBERS_HIDEOUT_CHEST] = HintText::Sometimes({ //obscure - Text{"a secret hideout contains", "un #recoin de repaire# recèle", "un escondite secreto contiene"}}); + Text{"a #secret hideout# contains", "un #recoin de repaire# recèle", "un escondite secreto contiene"}}); hintTable[E_CLOCK_TOWN_CHEST] = HintText::Sometimes({ //obscure - Text{"a shop roof contains", "un #toit d'entreprise# contient", "el techo de una tienda contiene"}}); + Text{"a #shop roof# contains", "un #toit d'entreprise# contient", "el techo de una tienda contiene"}}); hintTable[E_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a correspondence box contains", "un #boîte à correspondances# contient", "una caja de correspondencia contiene"}}); + Text{"a #correspondence box# contains", "un #boîte à correspondances# contient", "una caja de correspondencia contiene"}}); //hintTable[E_CLOCK_TOWN_MILK_BAR_CHATEAU] = HintText::Sometimes({ // //obscure // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"}}); @@ -1090,7 +1089,7 @@ void HintTable_Init() { // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"}}); hintTable[GORMAN_TRACK_MYSTERY_MILK_QUEST] = HintText::Sometimes({ //obscure - Text{"an upset stomach cure rewards", "#soigner un mal de ventre# produit", "la cura a un mal estomacal recompensa con"}}); + Text{"an #upset stomach cure# rewards", "#soigner un mal de ventre# produit", "la cura a un mal estomacal recompensa con"}}); //hintTable[E_CLOCK_TOWN_HONEY_DARLING_ANY_DAY] = HintText::Sometimes({ // //obscure // Text{"**ENGLISH**", "un #jeu d'amants# offre quotidiennement", "un juego de amantes recompensa con"}}); @@ -1106,53 +1105,53 @@ void HintTable_Init() { //Goron Village hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE] = HintText::Sometimes({ //obscure - Text{"a large goron rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); + Text{"a #large goron# rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); hintTable[GORON_VILLAGE_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a northern merchant sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); + Text{"a #northern merchant# sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); hintTable[GORON_VILLAGE_LENS_OF_TRUTH_CHEST] = HintText::Sometimes({ //obscure - Text{"a lonely peak contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); + Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); hintTable[GORON_VILLAGE_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a northern merchant trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); + Text{"a #northern merchant# trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); hintTable[GORON_VILLAGE_LEDGE] = HintText::Sometimes({ //obscure - Text{"a cold ledge contains", "Un #rebord froid# recèle", "una cornisa fría contiene"}}); + Text{"a #cold ledge# contains", "Un #rebord froid# recèle", "una cornisa fría contiene"}}); hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE_SPRING] = HintText::Sometimes({ //obscure - Text{"a large goron rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); + Text{"a #large goron# rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); hintTable[GORON_VILLAGE_SCRUB_PURCHASE_SPRING] = HintText::Sometimes({ //obscure - Text{"a northern merchant sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); + Text{"a #northern merchant# sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); hintTable[GORON_VILLAGE_SCRUB_TRADE_SPRING] = HintText::Sometimes({ //obscure - Text{"a northern merchant trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); + Text{"a #northern merchant# trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); hintTable[GORON_VILLAGE_LEDGE_SPRING] = HintText::Sometimes({ //obscure - Text{"a cold ledge contains", "un #rebord froid# recèle", "una cornisa fría contiene"}}); + Text{"a #cold ledge# contains", "un #rebord froid# recèle", "una cornisa fría contiene"}}); hintTable[GORON_VILLAGE_GORON_LULLABY] = HintText::Sometimes({ //obscure - Text{"a lonely child teaches", "un #enfant délaissé# enseigne", "un niño solitario enseña"}}); + Text{"a #lonely child# teaches", "un #enfant délaissé# enseigne", "un niño solitario enseña"}}); hintTable[LENS_CAVE_RED_RUPEE] = HintText::Sometimes({ //obscure - Text{"a lonely peak contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); + Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); hintTable[LENS_CAVE_PURPLE_RUPEE] = HintText::Sometimes({ //obscure - Text{"a lonely peak contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); + Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); hintTable[GORON_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a goron shop sells", "une #boutique minière# vend", "una tienda Goron vende"}}); + Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"}}); hintTable[GORON_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a goron shop sells", "une #boutique minière# vend", "una tienda Goron vende"}}); + Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"}}); hintTable[GORON_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a goron shop sells", "une #boutique minière# vend", "una tienda Goron vende"}}); + Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"}}); //Great Bay Coast hintTable[GBC_OCEAN_SPIDER_DAY1] = HintText::Sometimes({ //obscure - Text{"a new ocean home owner rewards", "un #emménagement côtier# octroie", "un nuevo dueño de una casa en el océano recompensa con"}}); + Text{"a #new ocean home owner# rewards", "un #emménagement côtier# octroie", "un nuevo dueño de una casa en el océano recompensa con"}}); //hintTable[GBC_OCEAN_SPIDER_DAY2] = HintText::Sometimes({ // //obscure // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"}}); @@ -1161,324 +1160,324 @@ void HintTable_Init() { // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"}}); hintTable[GBC_FISHERMAN_GAME] = HintText::Sometimes({ //obscure - Text{"an ocean game rewards", "un #jeu bondissant# offre", "un juego en el océano recompensa con"}}); + Text{"an #ocean game# rewards", "un #jeu bondissant# offre", "un juego en el océano recompensa con"}}); hintTable[GBC_OCEAN_SPIDER_CHEST] = HintText::Sometimes({ //obscure - Text{"the colored masks contains", "les #masques colorés# protègent", "las máscaras de colores contienen"}}); + Text{"the #colored masks# contain", "les #masques colorés# protègent", "las máscaras de colores contienen"}}); hintTable[GBC_LAB_FISH] = HintText::Sometimes({ //obscure - Text{"feeding the fish rewards", "une #croissance ichtyenne# dévoile", "alimentar a los peces recompensa con"}}); + Text{"#feeding the fish# rewards", "une #croissance ichtyenne# dévoile", "alimentar a los peces recompensa con"}}); hintTable[GBC_LEDGE] = HintText::Sometimes({ //obscure - Text{"an ocean ledge contains", "un #rebord côtier# recèle", "una cornisa en el océano contiene"}}); + Text{"an #ocean ledge# contains", "un #rebord côtier# recèle", "una cornisa en el océano contiene"}}); hintTable[GBC_MIKAU] = HintText::Sometimes({ //obscure - Text{"a healed spirit rewards", "l'#apaisement d'un guitariste# crée", "un espíritu curado recompensa con"}}); + Text{"a #healed spirit# rewards", "l'#apaisement d'un guitariste# crée", "un espíritu curado recompensa con"}}); hintTable[GBC_BABY_ZORAS] = HintText::Sometimes({ //obscure - Text{"the pirates' loot teaches", "le #butin des pirates# enseigne", "el botín de los piratas enseña"}}); + Text{"the #pirates' loot# teaches", "le #butin des pirates# enseigne", "el botín de los piratas enseña"}}); hintTable[GBC_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"an ocean cave contains", "un #trou côtier# contient", "una cueva en el océano contiene"}}); + Text{"an #ocean cave# contains", "un #trou côtier# contient", "una cueva en el océano contiene"}}); hintTable[GBC_GROTTO_COW1] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); hintTable[GBC_GROTTO_COW2] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); hintTable[GBC_FISHERMAN_PHOTO] = HintText::Sometimes({ //obscure - Text{"a fisherman rewards", "un #pêcheur# échange", "un pescador recompensa con"}}); + Text{"a #fisherman# rewards", "un #pêcheur# échange", "un pescador recompensa con"}}); hintTable[TINGLE_GBC_GB] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_GBC_ST] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Ikana Canyon hintTable[IKANA_CANYON_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of kindness rewards", "la #fée de la bonté# prodigue", "la hada de la bondad recompensa con"}}); + Text{"the #fairy of kindness# rewards", "la #fée de la bonté# prodigue", "la hada de la bondad recompensa con"}}); hintTable[IKANA_CANYON_POE_HUT_HP] = HintText::Sometimes({ //obscure - Text{"a game of ghosts rewards", "une #arène spectrale# remet", "un juego de fantasmas recompensa con"}}); + Text{"a #game of ghosts# rewards", "une #arène spectrale# remet", "un juego de fantasmas recompensa con"}}); hintTable[IKANA_CANYON_LEDGE] = HintText::Sometimes({ //obscure - Text{"a canyon ledge contains", "un #rebord de vallée# recèle", "una repisa en el cañón contiene"}}); + Text{"a #canyon ledge# contains", "un #rebord de vallée# recèle", "una repisa en el cañón contiene"}}); hintTable[IKANA_CANYON_PAMELAS_FATHER] = HintText::Sometimes({ //obscure - Text{"a lost father rewards", "un #chercheur est maudit par#", "un padre absorto recompensa con"}}); + Text{"a #lost father# rewards", "un #chercheur est maudit par#", "un padre absorto recompensa con"}}); hintTable[IKANA_CANYON_SECRET_SHRINE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a waterfall cave contains", "une #trou de cascade# contient", "una cueva en la cascada contiene"}}); + Text{"a #waterfall cave# contains", "une #trou de cascade# contient", "una cueva en la cascada contiene"}}); hintTable[IKANA_CANYON_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"an eastern merchant trades", "un #marchand oriental# échange", "un mercader del este intercambia por"}}); + Text{"an #eastern merchant# trades", "un #marchand oriental# échange", "un mercader del este intercambia por"}}); hintTable[IKANA_CANYON_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"an eastern merchant sells", "un #marchand oriental# vend", "un mercader del este vende"}}); + Text{"an #eastern merchant# sells", "un #marchand oriental# vend", "un mercader del este vende"}}); hintTable[TINGLE_IKANA_CANYON_ST] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_IKANA_CANYON_CT] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Ikana Graveyard hintTable[IKANA_GRAVEYARD_DAMPE_DIGGING] = HintText::Sometimes({ //obscure - Text{"a fearful basement contains", "#déterrer trois flammes# révèle", "un sótano aterrorizante contiene"}}); + Text{"a #fearful basement# contains", "#déterrer trois flammes# révèle", "un sótano aterrorizante contiene"}}); hintTable[IKANA_GRAVEYARD_IRON_KNUCKLE_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow ground contains", "une #tombe illusoire# contient", "un suelo hueco contiene"}}); + Text{"a #hollow ground# contains", "une #tombe illusoire# contient", "un suelo hueco contiene"}}); hintTable[IKANA_GRAVEYARD_CAPTAIN_KEETA_CHEST] = HintText::Sometimes({ //obscure - Text{"a skeletal leader rewards", "un #squelette roupilleur# protège", "un líder esquelético recompensa con"}}); + Text{"a #skeletal leader# rewards", "un #squelette roupilleur# protège", "un líder esquelético recompensa con"}}); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_TABLET] = HintText::Sometimes({ //obscure - Text{"a hollow ground teaches", "#la requête du compositeur# octroie", "un suelo hueco enseña"}}); + Text{"a #hollow ground# teaches", "#la requête du compositeur# octroie", "un suelo hueco enseña"}}); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_BATS] = HintText::Sometimes({ //obscure - Text{"a cloud of bats contains", "une #nuée de chauve-souris# protège", "un grupo de murciélagos contiene"}}); + Text{"a #cloud of bats# contains", "une #nuée de chauve-souris# protège", "un grupo de murciélagos contiene"}}); hintTable[IKANA_GRAVEYARD_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a circled cave contains", "une #grotte encerclée# contient", "una cueva rodeada contiene"}}); + Text{"a #circled cave# contains", "une #grotte encerclée# contient", "una cueva rodeada contiene"}}); //Laundry Pool hintTable[LAUNDRY_POOL_KAFEI] = HintText::Sometimes({ //obscure - Text{"a posted letter rewards", "#rencontrer un disparu# octroie", "una carta enviada recompensa con"}}); + Text{"a #posted letter# rewards", "#rencontrer un disparu# octroie", "una carta enviada recompensa con"}}); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_ONE] = HintText::Sometimes({ //obscure - Text{"a shady dealer rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); + Text{"a #shady dealer# rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_TWO] = HintText::Sometimes({ //obscure - Text{"a shady dealer rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); + Text{"a #shady dealer# rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); hintTable[LAUNDRY_POOL_GURU_GURU] = HintText::Sometimes({ //obscure - Text{"a musician gives", "un #musicien ambulant# délègue", "un músico da"}}); + Text{"a #musician# gives", "un #musicien ambulant# délègue", "un músico da"}}); hintTable[LAUNDRY_POOL_SF] = HintText::Sometimes({ //obscure - Text{"a lost fairy is", "une #fée orange# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée orange# est", "una hada perdida es"}}); //Milk Road hintTable[MILK_ROAD_GORMAN_RACE] = HintText::Sometimes({ //obscure - Text{"a sporting event rewards", "un #pari hippique# octroie", "un evento deportivo recompensa con"}}); + Text{"a #sporting event# rewards", "un #pari hippique# octroie", "un evento deportivo recompensa con"}}); hintTable[MILK_ROAD_GORMAN_MILK_BUY] = HintText::Sometimes({ //obscure - Text{"a dodgy seller sells", "un #duo suspect# vend", "un vendedor tramposo vende"}}); + Text{"a #dodgy seller# sells", "un #duo suspect# vend", "un vendedor tramposo vende"}}); hintTable[MILK_ROAD_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a mysterious fox rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); + Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); hintTable[TINGLE_MILK_ROAD_RR] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_MILK_ROAD_GB] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Mountain Village hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_ONE] = HintText::Sometimes({ //obscure - Text{"a moutain smith crafts", "un #achat acéré# octroie", "un herrero en la montaña forja"}}); + Text{"a #mountain smith# crafts", "un #achat acéré# octroie", "un herrero en la montaña forja"}}); hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_TWO] = HintText::Sometimes({ //obscure - Text{"a mountain smith crafts", "#échanger de l'or# octroie", "un herrero en la montaña forja"}}); + Text{"a #mountain smith# crafts", "#échanger de l'or# octroie", "un herrero en la montaña forja"}}); hintTable[MOUNTAIN_VILLAGE_FROG_CHOIR] = HintText::Sometimes({ //obscure - Text{"a frog choir rewards", "une #chorale coassante# offre", "un coro de ranas recompensa con"}}); + Text{"a #frog choir# rewards", "une #chorale coassante# offre", "un coro de ranas recompensa con"}}); hintTable[MOUNTAIN_VILLAGE_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a mysterious fox rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); + Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); hintTable[MOUNTAIN_VILLAGE_DARMANI] = HintText::Sometimes({ //obscure - Text{"a mountain spirit rewards", "un #esprit montagnard# offre", "un espíritu en la montaña recompensa con"}}); + Text{"a #mountain spirit# rewards", "un #esprit montagnard# offre", "un espíritu en la montaña recompensa con"}}); hintTable[MOUNTAIN_VILLAGE_HUNGRY_GORON] = HintText::Sometimes({ //obscure - Text{"a hungry goron rewards", "un #goron affamé# a", "un goron hambriento recompensa con"}}); + Text{"a #hungry goron# rewards", "un #goron affamé# a", "un goron hambriento recompensa con"}}); hintTable[MOUNTAIN_WATERFALL_CHEST] = HintText::Sometimes({ //obscure - Text{"a springtime waterfall contains", "une #chute d'eau printanière# contient", "una cascada en primavera contiene"}}); + Text{"a #springtime waterfall# contains", "une #chute d'eau printanière# contient", "una cascada en primavera contiene"}}); hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a springtime cave contains", "une #grotte printanière# contient", "una cueva en primavera contiene"}}); + Text{"a #springtime cave# contains", "une #grotte printanière# contient", "una cueva en primavera contiene"}}); //N Clock Town hintTable[N_CLOCK_TOWN_GREAT_FAIRY_DEKU] = HintText::Sometimes({ //obscure - Text{"the fairy of magic rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); + Text{"the #fairy of magic# rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); //hintTable[N_CLOCK_TOWN_BOMBERS_HIDE_SEEK] = HintText::Sometimes({ // //obscure // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un juego de escondidas recompensa con"}}); hintTable[N_CLOCK_TOWN_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a mysterious fox rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); + Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_3DAYS] = HintText::Sometimes({ //obscure - Text{"a game for scrubs rewards", "un #pro en vol plané# reçoit", "un campo de juegos para matorrales recompensa con"}}); + Text{"a #game for scrubs# rewards", "un #pro en vol plané# reçoit", "un campo de juegos para matorrales recompensa con"}}); hintTable[N_CLOCK_TOWN_TREE] = HintText::Sometimes({ //obscure - Text{"a town playground contains", "une #aire de jeu citadine# recèle", "un campo de juegos contiene"}}); + Text{"a #town playground# contains", "une #aire de jeu citadine# recèle", "un campo de juegos contiene"}}); hintTable[N_CLOCK_TOWN_OLD_LADY] = HintText::Sometimes({ //obscure - Text{"an old lady's struggle rewards", "#aider une aînée# octroie", "el forcejeo de una anciana recompensa con"}}); + Text{"an #old lady's struggle# rewards", "#aider une aînée# octroie", "el forcejeo de una anciana recompensa con"}}); hintTable[N_CLOCK_TOWN_GREAT_FAIRY_HUMAN] = HintText::Sometimes({ //obscure - Text{"the fairy of magi rewardsc", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); + Text{"the #fairy of magic# rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); hintTable[TINGLE_N_CLOCK_TOWN_CT] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_N_CLOCK_TOWN_WF] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[N_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a correspondence box contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); + Text{"a #correspondence box# contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); //hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_ADAY] = HintText::Sometimes({ // //obscure - // Text{"a game for scrubs", "un #jeu pour pestes# offre quotidiennement", "un juego para matorrales contiene"}}); + // Text{"a #game for scrubs' daily reward# is", "un #jeu pour pestes# offre quotidiennement", "un juego para matorrales contiene"}}); //Road to Snowhead hintTable[ROAD_TO_SNOWHEAD_PILLAR] = HintText::Sometimes({ //obscure - Text{"a cold platform contains", "une #plateforme froide# recèle", "una plataforma fría contiene"}}); + Text{"a #cold platform# contains", "une #plateforme froide# recèle", "una plataforma fría contiene"}}); hintTable[ROAD_TO_SNOWHEAD_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a snowy cave contains", "une #grotte assaillie de neige# contient", "una cueva nevada contiene"}}); + Text{"a #snowy cave# contains", "une #grotte assaillie de neige# contient", "una cueva nevada contiene"}}); //Pinnacle Rock hintTable[PINNACLE_ROCK_SEAHORSES] = HintText::Sometimes({ //obscure - Text{"a fishy reunion rewards", "une #réunion de poissons# octroie", "una reunión acuática recompensa con"}}); + Text{"a #fishy reunion# rewards", "une #réunion de poissons# octroie", "una reunión acuática recompensa con"}}); hintTable[PINNACLE_ROCK_UPPER_CHEST] = HintText::Sometimes({ //obscure - Text{"a marine trench contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); + Text{"a #marine trench# contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); hintTable[PINNACLE_ROCK_LOWER_CHEST] = HintText::Sometimes({ //obscure - Text{"a marine trench contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); + Text{"a #marine trench# contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); hintTable[PINNACLE_ROCK_ZORA_EGG1] = HintText::Sometimes({ //obscure - Text{"in a marine trench rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); + Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); hintTable[PINNACLE_ROCK_ZORA_EGG2] = HintText::Sometimes({ //obscure - Text{"in a marine trench rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); + Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); hintTable[PINNACLE_ROCK_ZORA_EGG3] = HintText::Sometimes({ //obscure - Text{"in a marine trench rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); + Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); //Road to Ikana hintTable[ROAD_TO_IKANA_PILLAR_CHEST] = HintText::Sometimes({ //obscure - Text{"a high chest contains", "un #coffre haut-placé# contient", "un cofre en lo alto contiene"}}); + Text{"a #high chest# contains", "un #coffre haut-placé# contient", "un cofre en lo alto contiene"}}); hintTable[ROAD_TO_IKANA_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a blocked cave contains", "une #grotte bouchée# contient", "una cueva obstruida contiene"}}); + Text{"a #blocked cave# contains", "une #grotte bouchée# contient", "una cueva obstruida contiene"}}); //Road to Southern Swamp hintTable[ROAD_TO_SS_ARCHERY_1] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); + Text{"a #swamp game# rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); hintTable[ROAD_TO_SS_ARCHERY_2] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); + Text{"a #swamp game# rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); hintTable[ROAD_TO_SS_TREE] = HintText::Sometimes({ //obscure - Text{"a batty tree contains", "un #arbre saigneur# recèle", "un árbol repleto de alas negras tiene"}}); + Text{"a #batty tree# contains", "un #arbre saigneur# recèle", "un árbol repleto de alas negras tiene"}}); hintTable[ROAD_TO_SWAMP_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a southern cave contains", "une #grotte australe# contient", "una cueva en el sur contiene"}}); + Text{"a #southern cave# contains", "une #grotte australe# contient", "una cueva en el sur contiene"}}); hintTable[TINGLE_ROAD_TO_SS_WF] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_ROAD_TO_SS_SH] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); //Romani Ranch hintTable[ROMANI_RANCH_ALIEN_DEFENSE] = HintText::Sometimes({ //obscure - Text{"a ranch invasion rewards", "une #invasion de ranch# octroie", "una invasión al rancho recompensa con"}}); + Text{"a #ranch invasion# rewards", "une #invasion de ranch# octroie", "una invasión al rancho recompensa con"}}); hintTable[ROMANI_RANCH_DOG_RACE] = HintText::Sometimes({ //obscure - Text{"a sporting event rewards", "bien comprendre #les chien-chiens# octroie", "un evento deportivo recompensa con"}}); + Text{"a #sporting event# rewards", "bien comprendre #les chien-chiens# octroie", "un evento deportivo recompensa con"}}); hintTable[ROMANI_RANCH_GROG] = HintText::Sometimes({ //obscure - Text{"a chicken lover rewards", "un #amateur de cocottes# offre", "un amante de las gallinas recompensa con"}}); + Text{"a #chicken lover# rewards", "un #amateur de cocottes# offre", "un amante de las gallinas recompensa con"}}); hintTable[ROMANI_RANCH_CREMIA_ESCORT] = HintText::Sometimes({ //obscure - Text{"an older sister rewards", "une #grande sœur# détient", "una hermana mayor recompensa con"}}); + Text{"an #older sister# rewards", "une #grande sœur# détient", "una hermana mayor recompensa con"}}); hintTable[ROMANI_RANCH_ROMANIS_GAME] = HintText::Sometimes({ //obscure - Text{"an equine reunion teaches", "une #réunion équestre# enseigne", "una reunión equina recompensa con"}}); + Text{"an #equine reunion# teaches", "une #réunion équestre# enseigne", "una reunión equina recompensa con"}}); hintTable[ROMANI_RANCH_COW_1] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "#leur cible# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"}}); hintTable[ROMANI_RANCH_COW_2] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "#leur cible# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"}}); hintTable[ROMANI_RANCH_COW_3] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "#leur cible# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"}}); hintTable[DOGGY_RACETRACK_ROOF_CHEST] = HintText::Sometimes({ //obscure - Text{"a day at the races contains", "les #courses sont surplombées# par", "un día en las carreras contiene"}}); + Text{"a #day at the races# contains", "les #courses sont surplombées# par", "un día en las carreras contiene"}}); //S Clock Town hintTable[S_CLOCK_TOWN_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a town merchant trades", "un #marchant citadin# échange", "un mercader en la ciudad intercambia por"}}); + Text{"a #town merchant# trades", "un #marchant citadin# échange", "un mercader en la ciudad intercambia por"}}); hintTable[S_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a correspondence box contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); + Text{"a #correspondence box# contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); hintTable[S_CLOCK_TOWN_CLOCK_TOWER_ENTRANCE] = HintText::Sometimes({ //obscure - Text{"the tower doors contains", "un #balcon ponctuel# recèle", "las puertas de la torre contienen"}}); + Text{"the #tower doors# contain", "un #balcon ponctuel# recèle", "las puertas de la torre contienen"}}); hintTable[S_CLOCK_TOWN_STRAW_ROOF_CHEST] = HintText::Sometimes({ //obscure - Text{"a straw roof contains", "un #toit de paille# recèle", "un techo de paja contiene"}}); + Text{"a #straw roof# contains", "un #toit de paille# recèle", "un techo de paja contiene"}}); hintTable[S_CLOCK_TOWN_FINAL_DAY_CHEST] = HintText::Sometimes({ //obscure - Text{"a carnival tower contains", "le #labeur des charpentiers# révèlent", "la torre del carnaval contiene"}}); + Text{"a #carnival tower# contains", "le #labeur des charpentiers# révèlent", "la torre del carnaval contiene"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_1] = HintText::Sometimes({ //obscure - Text{"a keeper of wealth rewards", "un #début d'épargne# confère", "un guardián de riquezas recompensa con"}}); + Text{"a #keeper of wealth# rewards", "un #début d'épargne# confère", "un guardián de riquezas recompensa con"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_2] = HintText::Sometimes({ //obscure - Text{"interest rewards", "#accumuler quatre chiffres# confère", "una comisión recompensa con"}}); + Text{"#interest# rewards", "#accumuler quatre chiffres# confère", "una comisión recompensa con"}}); hintTable[S_CLOCK_TOWN_BANK_REWARD_3] = HintText::Sometimes({ //obscure - Text{"being rich rewards", "le #plafond de la fortune# confère", "ser rico recompensa con"}}); + Text{"#being rich# rewards", "le #plafond de la fortune# confère", "ser rico recompensa con"}}); //Snowhead hintTable[SNOWHEAD_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of power rewards", "la #fée de la force# prodigue", "la hada del poder recompensa con"}}); + Text{"the #fairy of power# rewards", "la #fée de la force# prodigue", "la hada del poder recompensa con"}}); //Southern Swamp hintTable[SOUTHERN_SWAMP_MUSIC_STATUE] = HintText::Exclude({ //obscure - Text{"a guiding owl teaches", "un #sage hibou# enseigne", ""}}); + Text{"a #guiding owl# teaches", "un #sage hibou# enseigne", ""}}); hintTable[SOUTHERN_SWAMP_KOUME] = HintText::Sometimes({ //obscure - Text{"a witch rewards", "une #sorcière soignée# octroie", "una bruja recompensa con"}}); + Text{"a #witch# rewards", "une #sorcière soignée# octroie", "una bruja recompensa con"}}); hintTable[SOUTHERN_SWAMP_KOTAKE] = HintText::Sometimes({ //obscure - Text{"a sleeping witch rewards", "une #sorcière somnolente# confie", "una bruja durmiente recompensa con"}}); + Text{"a #sleeping witch# rewards", "une #sorcière somnolente# confie", "una bruja durmiente recompensa con"}}); hintTable[SOUTHERN_SWAMP_KOTAKE_IN_WOODS] = HintText::Sometimes({ //obscure - Text{"a witch rewards", "une #sorcière inquiète# confie", "una bruja recompensa con"}}); + Text{"a #witch# rewards", "une #sorcière inquiète# confie", "una bruja recompensa con"}}); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a southern merchant trades", "un #marchand austral# vend", "un mercader del sur intercambia por"}}); + Text{"a #southern merchant# trades", "un #marchand austral# vend", "un mercader del sur intercambia por"}}); hintTable[SOUTHERN_SWAMP_PICTOGRAPH_WINNER] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "gagner un #concours marécageux# octroie", "un juego del pantano recompensa con"}}); + Text{"a #swamp game# rewards", "gagner un #concours marécageux# octroie", "un juego del pantano recompensa con"}}); hintTable[SOUTHERN_SWAMP_BOAT_ARCHERY] = HintText::Sometimes({ //obscure - Text{"a swamp game rewards", "#frôler un balai habilement# octroie", "un juego del pantano recompensa con"}}); + Text{"a #swamp game# rewards", "#frôler un balai habilement# octroie", "un juego del pantano recompensa con"}}); hintTable[SWAMP_TOURIST_CENTER_ROOF] = HintText::Sometimes({ //obscure - Text{"a tourist center contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); + Text{"a #tourist center# contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a swampy cave contains", "une #grotte marécageuse# contient", "una cueva pantanosa contiene"}}); + Text{"a #swampy cave# contains", "une #grotte marécageuse# contient", "una cueva pantanosa contiene"}}); hintTable[SOUTHERN_SWAMP_SPIDER_HOUSE_REWARD] = HintText::Sometimes({ //obscure - Text{"a swamp spider man rewards", "un #homme-araignée# est maudit par", "un hombre araña del pantano recompensa con"}}); + Text{"a #swamp spider man# rewards", "un #homme-araignée# est maudit par", "un hombre araña del pantano recompensa con"}}); hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a mystery cave contains", "une #grotte ponctuelle# contient", "una cueva misteriosa contiene"}}); + Text{"a #mystery cave# contains", "une #grotte ponctuelle# contient", "una cueva misteriosa contiene"}}); hintTable[SOUTHERN_SWAMP_KOTAKE_MUSHROOM_SALE] = HintText::Sometimes({ //obscure - Text{"a sleeping witch rewards", "une #apothicaire# échange", "una bruja durmiente recompensa con"}}); + Text{"a #sleeping witch# rewards", "une #apothicaire# échange", "una bruja durmiente recompensa con"}}); //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_STANDARD] = HintText::Sometimes({ // //obscure // Text{"**ENGLISH**", "un #cliché banal# octroie", "una toma pantanosa recompensa con"}}); @@ -1487,873 +1486,873 @@ void HintTable_Init() { // Text{"**ENGLISH**", "un #cliché convenable# octroie", "una toma pantanosa recompensa con"}}); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a southern merchant sells", "un #marchand austral# vend", "un mercader del sur vende"}}); + Text{"a #southern merchant# sells", "un #marchand austral# vend", "un mercader del sur vende"}}); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE_CLEAR] = HintText::Sometimes({ //obscure - Text{"a southern merchant sells", "un #marchand austral# vend", "un mercader del sur vende"}}); + Text{"a #southern merchant# sells", "un #marchand austral# vend", "un mercader del sur vende"}}); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE_CLEAR] = HintText::Sometimes({ //obscure - Text{"a southern merchant trades", "un #marchand austral# échange", "un mercader del sur intercambia por"}}); + Text{"a #southern merchant# trades", "un #marchand austral# échange", "un mercader del sur intercambia por"}}); hintTable[SWAMP_TOURIST_CENTER_ROOF_CLEAR] = HintText::Sometimes({ //obscure - Text{"a tourist center contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); + Text{"a #tourist center# contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); hintTable[POTION_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a potion maker sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); + Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); hintTable[POTION_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a potion maker sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); + Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); hintTable[POTION_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a potion maker sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); + Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); //Stock Pot Inn hintTable[STOCKPOTINN_RESERVATION] = HintText::Sometimes({ //obscure - Text{"checking-in rewards", "#à l'accueil#, M. @-goro recevra", "registrarse recompensa con"}}); + Text{"#checking-in# rewards", "#à l'accueil#, M. @-goro recevra", "registrarse recompensa con"}}); hintTable[STOCKPOTINN_MIDNIGHT_MEETING] = HintText::Sometimes({ //obscure - Text{"a late meeting rewards", "un #rendez-vous nocturne# octroie", "una reunión tardía recompensa con"}}); + Text{"a #late meeting# rewards", "un #rendez-vous nocturne# octroie", "una reunión tardía recompensa con"}}); hintTable[STOCKPOTINN_TOILET_HAND] = HintText::Sometimes({ //obscure - Text{"a strange palm rewards", "une #paume étrange# offre", "una palma extraña recompensa con"}}); + Text{"a #strange palm# rewards", "une #paume étrange# offre", "una palma extraña recompensa con"}}); hintTable[STOCKPOTINN_GRANDMA_SHORT_STORY] = HintText::Sometimes({ //obscure - Text{"an old lady rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); + Text{"an #old lady# rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); hintTable[STOCKPOTINN_GRANDMA_LONG_STORY] = HintText::Sometimes({ //obscure - Text{"an old lady rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); + Text{"an #old lady# rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); hintTable[STOCKPOTINN_ANJU_AND_KAFEI] = HintText::Sometimes({ //obscure - Text{"a lovers' reunion rewards", "une #réunion d'amants# octroie", "una reunión de amantes recompensa con"}}); + Text{"a #lovers' reunion# rewards", "une #réunion d'amants# octroie", "una reunión de amantes recompensa con"}}); hintTable[STOCKPOTINN_STAFF_ROOM_CHEST] = HintText::Sometimes({ //obscure - Text{"an employee room contains", "les #employés# ont accès exclusif sur", "un cuarto de empleados contiene"}}); + Text{"an #employee room# contains", "les #employés# ont accès exclusif sur", "un cuarto de empleados contiene"}}); hintTable[STOCKPOTINN_GUEST_ROOM_CHEST] = HintText::Sometimes({ //obscure - Text{"a guest bedroom contains", "une #chambre réservée# contient", "un cuarto de huéspedes contiene"}}); + Text{"a #guest bedroom# contains", "une #chambre réservée# contient", "un cuarto de huéspedes contiene"}}); //Stone Tower hintTable[STONE_TOWER_INVERTED_RIGHT_CHEST] = HintText::Sometimes({ //obscure - Text{"a sky below contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); + Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); hintTable[STONE_TOWER_INVERTED_CENTER_CHEST] = HintText::Sometimes({ //obscure - Text{"a sky below contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); + Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); hintTable[STONE_TOWER_INVERTED_LEFT_CHEST] = HintText::Sometimes({ //obscure - Text{"a sky below contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); + Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); //Termina Field hintTable[TERMINA_FIELD_MOONS_TEAR] = HintText::Sometimes({ //obscure - Text{"a falling star contains", "une #étoile filante# contient", "una estrella fugaz contiene"}}); + Text{"a #falling star# contains", "une #étoile filante# contient", "una estrella fugaz contiene"}}); hintTable[TERMINA_FIELD_GOSSIP_STONES] = HintText::Sometimes({ //obscure - Text{"mysterious stones reward", "#mes congénères# offrent", "piedras misteriosas recompensan con"}}); + Text{"#mysterious stones# reward", "#mes congénères# offrent", "piedras misteriosas recompensan con"}}); hintTable[TERMINA_FIELD_BUSINESS_SCRUB] = HintText::Sometimes({ //obscure - Text{"a hidden merchant sells", "un #marchand furtif# vend", "un mercader oculto vende"}}); + Text{"a #hidden merchant# sells", "un #marchand furtif# vend", "un mercader oculto vende"}}); hintTable[TERMINA_FIELD_PEAHAT_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow ground contains", "vaincre des #feuilles qui tournent# octroie", "un suelo hueco contiene"}}); + Text{"a #hollow ground# contains", "vaincre des #feuilles qui tournent# octroie", "un suelo hueco contiene"}}); hintTable[TERMINA_FIELD_DODONGO_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow ground contains", "exterminer des #lézards explosifs# octroie", "un suelo hueco contiene"}}); + Text{"a #hollow ground# contains", "exterminer des #lézards explosifs# octroie", "un suelo hueco contiene"}}); hintTable[TERMINA_FIELD_BIO_BABA_GROTTO_BEEHIVE] = HintText::Sometimes({ //obscure - Text{"a beehive contains", "une #ruche# contient", "un panal contiene"}}); + Text{"a #beehive# contains", "une #ruche# contient", "un panal contiene"}}); hintTable[TERMINA_FIELD_KAMARO] = HintText::Sometimes({ //obscure - Text{"a dancer rewards", "une #âme d'artiste# lègue", "un bailarín recompensa con"}}); + Text{"a #dancer# rewards", "une #âme d'artiste# lègue", "un bailarín recompensa con"}}); hintTable[TERMINA_FIELD_PILLAR_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hollow pillar contains", "un #pilier creux# contient", "un pilar hueco"}}); + Text{"a #hollow pillar# contains", "un #pilier creux# contient", "un pilar hueco"}}); hintTable[TERMINA_FIELD_GRASS_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a grassy cave contains", "une #grotte sous des herbes# contient", "una cueva herbosa contiene"}}); + Text{"a #grassy cave# contains", "une #grotte sous des herbes# contient", "una cueva herbosa contiene"}}); hintTable[TERMINA_FIELD_UNDERWATER_CHEST] = HintText::Sometimes({ //obscure - Text{"a sunken chest contains", "un #coffre inondé des plaines# contient", "un cofre hundido contiene"}}); + Text{"a #sunken chest# contains", "un #coffre inondé des plaines# contient", "un cofre hundido contiene"}}); hintTable[TERMINA_FIELD_GRASS_CHEST] = HintText::Sometimes({ //obscure - Text{"a grassy chest contains", "un #coffre herbeux# contient", "un cofre herboso contiene"}}); + Text{"a #grassy chest# contains", "un #coffre herbeux# contient", "un cofre herboso contiene"}}); hintTable[TERMINA_FIELD_STUMP_CHEST] = HintText::Sometimes({ //obscure - Text{"a tree chest contains", "un #coffre-sur-souche# contient", "un cofre en el árbol contiene"}}); + Text{"a #tree chest# contains", "un #coffre-sur-souche# contient", "un cofre en el árbol contiene"}}); hintTable[TERMINA_FIELD_GROTTO_COW1] = HintText::Sometimes({ //obscure - Text{"a lost creature gives", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); hintTable[TERMINA_FIELD_GROTTO_COW2] = HintText::Sometimes({ //obscure - Text{"a lost creature gibes", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); //Twin Islands hintTable[HOT_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a steamy grotto contains", "un #sauna naturel# contient", "una gruta tórrida contiene"}}); + Text{"a #steamy grotto# contains", "un #sauna naturel# contient", "una gruta tórrida contiene"}}); hintTable[TWIN_ISLANDS_GORON_RACE] = HintText::Sometimes({ //obscure - Text{"a sporting event rewards", "une #compétition épineuse# offre", "un evento deportivo recompensa con"}}); + Text{"a #sporting event# rewards", "une #compétition épineuse# offre", "un evento deportivo recompensa con"}}); hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a hidden cave contains", "la #grotte du conifère solitaire# contient", "una cueva oculta contiene"}}); + Text{"a #hidden cave# contains", "la #grotte du conifère solitaire# contient", "una cueva oculta contiene"}}); hintTable[TWIN_ISLANDS_UNDERWATER_RAMP_CHEST] = HintText::Sometimes({ //obscure - Text{"a spring treasure contains", "un #trésor printanier immergé# contient", "un tesoro de primavera contiene"}}); + Text{"a #spring treasure# contains", "un #trésor printanier immergé# contient", "un tesoro de primavera contiene"}}); hintTable[TWIN_ISLANDS_CAVE_CHEST] = HintText::Sometimes({ //obscure - Text{"a sunken springtime treasure contains", "un #trésor printanier immergé# contient", "un tesoro de primavera hundido contiene"}}); + Text{"a #sunken springtime treasure# contains", "un #trésor printanier immergé# contient", "un tesoro de primavera hundido contiene"}}); hintTable[TWIN_ISLANDS_LULLABY_INTRO] = HintText::Sometimes({ //obscure - Text{"a goron elder teaches", "un #ancien aux doigts froids# enseigne", "un anciano goron enseña"}}); + Text{"a #goron elder# teaches", "un #ancien aux doigts froids# enseigne", "un anciano goron enseña"}}); hintTable[TINGLE_TWIN_ISLANDS_SH] = HintText::Sometimes({ //obscure - Text{"a map maker sells ", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_TWIN_ISLANDS_RR] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_TWIN_ISLANDS_SH_SPRING] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); hintTable[TINGLE_TWIN_ISLANDS_RR_SPRING] = HintText::Sometimes({ //obscure - Text{"a map maker sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); //W Clock Town hintTable[W_CLOCK_TOWN_BOMB_BAG_BUY] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "l'#artificier citadin# est contraint à vendre", "un mercader de la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# est contraint à vendre", "un mercader de la ciudad vende"}}); hintTable[W_CLOCK_TOWN_BIG_BOMB_BAG_BUY] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "l'#artificier citadin# compte vendre", "un mercader de la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# compte vendre", "un mercader de la ciudad vende"}}); hintTable[W_CLOCK_TOWN_POSTMANS_GAME] = HintText::Sometimes({ //obscure - Text{"a delivery person rewards", "un #livreur concentré# offre", "un repartidor recompensa con"}}); + Text{"a #delivery person# rewards", "un #livreur concentré# offre", "un repartidor recompensa con"}}); hintTable[W_CLOCK_TOWN_ROSA_SISTERS] = HintText::Sometimes({ //obscure - Text{"traveling sisters reward", "#prendre des disciples# octroie", "las hermanas viajeras recompensan con"}}); + Text{"#traveling sisters# reward", "#prendre des disciples# octroie", "las hermanas viajeras recompensan con"}}); hintTable[W_CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Sometimes({ //obscure - Text{"a town game rewards", "les #fines lames# reçoivent", "un juego en la ciudad recompensa con"}}); + Text{"a #town game# rewards", "les #fines lames# reçoivent", "un juego en la ciudad recompensa con"}}); hintTable[W_CLOCK_TOWN_ALL_NIGHT_MASK_BUY] = HintText::Sometimes({ //obscure - Text{"a shady town merchant sells", "un #commerce suspect# vend", "un mercader sospechoso en la ciudad vende"}}); + Text{"a #shady town merchant# sells", "un #commerce suspect# vend", "un mercader sospechoso en la ciudad vende"}}); hintTable[W_CLOCK_TOWN_BOMB_SHOP_GORON] = HintText::Sometimes({ //obscure - Text{"a town goron merchant sells", "les #gorons accrédités# peuvent acheter", "un mercader goron en la ciudad vende"}}); + Text{"a #town goron merchant# sells", "les #gorons accrédités# peuvent acheter", "un mercader goron en la ciudad vende"}}); hintTable[W_CLOCK_TOWN_CURIOSITY_BOMB_BAG] = HintText::Sometimes({ //obscure - Text{"a shady town merchant sells", "un #commerce suspect# peut recevoir", "un mercader sospechoso en la ciudad vende"}}); + Text{"a #shady town merchant# sells", "un #commerce suspect# peut recevoir", "un mercader sospechoso en la ciudad vende"}}); //hintTable[W_CLOCK_TOWN_LOTTERY] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "un #numéro gagnant# octroie", "un juego de números de suerte en la ciudad recompensa con"}}); + // Text{"a #town lucky numbers# game", "un #numéro gagnant# octroie", "un juego de números de suerte en la ciudad recompensa con"}}); hintTable[TRADING_POST_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_4] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_5] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_6] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_7] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[TRADING_POST_ITEM_8] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); hintTable[BOMB_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); hintTable[BOMB_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a town merchant sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); //hintTable[BOMB_SHOP_ITEM_3] = HintText::Sometimes({ // //obscure - // Text{"a town merchant", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); + // Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); //Woodfall hintTable[WOODFALL_BRIDGE_CHEST] = HintText::Sometimes({ //obscure - Text{"a swamp chest contains", "un #coffre gardé par une peste# contient", "un cofre en el pantano contiene"}}); + Text{"a #swamp chest# contains", "un #coffre gardé par une peste# contient", "un cofre en el pantano contiene"}}); hintTable[WOODFALL_BEHIND_OWL_CHEST] = HintText::Sometimes({ //obscure - Text{"a swamp chest contains", "un #coffre qui surveille un hibou# contient", "un cofre en el pantano contiene"}}); + Text{"a #swamp chest# contains", "un #coffre qui surveille un hibou# contient", "un cofre en el pantano contiene"}}); hintTable[ENTRANCE_TO_WOODFALL_CHEST] = HintText::Sometimes({ //obscure - Text{"a swamp chest contains", "un #coffre au ras du poison# contient", "un cofre en el pantano contiene"}}); + Text{"a #swamp chest# contains", "un #coffre au ras du poison# contient", "un cofre en el pantano contiene"}}); hintTable[WOODFALL_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of wisdom rewards", "la #fée de la sagesse# prodigue", "la hada de la sabiduría recompensa con"}}); + Text{"the #fairy of wisdom# rewards", "la #fée de la sagesse# prodigue", "la hada de la sabiduría recompensa con"}}); //Zora Cape hintTable[ZORA_CAPE_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the fairy of courage rewards", "la #fée du courage# prodigue", "la hada del valor recompensa con"}}); + Text{"the #fairy of courage# rewards", "la #fée du courage# prodigue", "la hada del valor recompensa con"}}); hintTable[ZORA_CAPE_BEAVER_RACE_1] = HintText::Sometimes({ //obscure - Text{"a river dweller rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); + Text{"a #river dweller# rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); hintTable[ZORA_CAPE_BEAVER_RACE_2] = HintText::Sometimes({ //obscure - Text{"a river dweller rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); + Text{"a #river dweller# rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); hintTable[ZORA_CAPE_LIKE_LIKE] = HintText::Sometimes({ //obscure - Text{"a shield eater contains", "un #mange-écu# contient", "un devorador de escudos resguarda"}}); + Text{"a #shield eater# contains", "un #mange-écu# contient", "un devorador de escudos resguarda"}}); hintTable[ZORA_CAPE_LEDGE_NO_TREE] = HintText::Sometimes({ //obscure - Text{"a high place contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); + Text{"a #high place# contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); hintTable[ZORA_CAPE_LEDGE_WITH_TREE] = HintText::Sometimes({ //obscure - Text{"a high place contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); + Text{"a #high place# contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); hintTable[ZORA_CAPE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a beach cave contains", "une #grotte de pêcheur# contient", "una cueva en la playa contiene"}}); + Text{"a #beach cave# contains", "une #grotte de pêcheur# contient", "una cueva en la playa contiene"}}); hintTable[ZORA_CAPE_UNDERWATER_CHEST] = HintText::Sometimes({ //obscure - Text{"a sunken chest contains ", "un #coffre côtier submergé# contient", "un cofre hundido contiene"}}); + Text{"a #sunken chest# contains ", "un #coffre côtier submergé# contient", "un cofre hundido contiene"}}); //Zora Hall hintTable[ZORA_HALL_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a western merchant trades", "un #marchant occidental# échange", "un mercader del oeste intercambia por"}}); + Text{"a #western merchant# trades", "un #marchant occidental# échange", "un mercader del oeste intercambia por"}}); hintTable[ZORA_HALL_EVAN] = HintText::Sometimes({ //obscure - Text{"a musician rewards", "#se faire voler une chanson# octroie", "un músico recompensa con"}}); + Text{"a #musician# rewards", "#se faire voler une chanson# octroie", "un músico recompensa con"}}); hintTable[ZORA_HALL_LULU_ROOM_LEDGE] = HintText::Sometimes({ //obscure - Text{"the singer's room contains", "la #chambre d'une chanteuse# contient", "el cuarto de la cantante contiene"}}); + Text{"the #singer's room# contains", "la #chambre d'une chanteuse# contient", "el cuarto de la cantante contiene"}}); hintTable[ZORA_HALL_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a western merchant sells", "un #marchant occidental# vend", "un mercader del oeste vende"}}); + Text{"a #western merchant# sells", "un #marchant occidental# vend", "un mercader del oeste vende"}}); //hintTable[ZORA_HALL_STAGE_LIGHTS] = HintText::Sometimes({ // //obscure - // Text{"a fan", "aider l'#équipe technique# octroie", "un fan"}}); + // Text{"a #tech crew# gives", "aider l'#équipe technique# octroie", "un fan"}}); //hintTable[ZORA_HALL_BAD_PHOTO_LULU] = HintText::Sometimes({ // //obscure - // Text{"a fan", "un #fan insatisfait# offre", "un fan"}}); + // Text{"a #fan# gives", "un #fan insatisfait# offre", "un fan"}}); //hintTable[ZORA_HALL_GOOD_PHOTO_LULU] = HintText::Sometimes({ // //obscure - // Text{"a fan", "un #fan satisfait# offre", "un fan"}}); + // Text{"a #fan# gives", "un #fan satisfait# offre", "un fan"}}); hintTable[ZORA_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a zora merchant sells", "une #boutique iodée# vend", "un mercader zora vende"}}); + Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"}}); hintTable[ZORA_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a zora merchant sells", "une #boutique iodée# vend", "un mercader zora vende"}}); + Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"}}); hintTable[ZORA_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a zora merchant sells", "une #boutique iodée# vend", "un mercader zora vende"}}); + Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"}}); /*------------------------- | DUNGEON LOCATION TEXT | -------------------------*/ hintTable[WOODFALL_TEMPLE_HEROS_BOW_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_SMALL_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the sleeping temple contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); hintTable[WOODFALL_TEMPLE_DEKU_PRINCESS] = HintText::Exclude({ //obscure - Text{"the sleeping temple rewards", "le #temple endormi# détient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# rewards", "le #temple endormi# détient", "el templo durmiente contiene"}}); hintTable[WF_SF_ENTRANCE_FAIRY] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_ENTRANCE_PLATFORM] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_MAIN_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_MAIN_ROOM_SWITCH] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_LOWER_RIGHT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_UPPER_RIGHT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_UPPER_LEFT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PRE_BOSS_PILLAR_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_DEKU_BABA] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_DRAGONFLY_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_SKULLTULA] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_DARK_ROOM] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_JAR_FAIRY] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_BRIDGE_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[WF_SF_PLATFORM_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); hintTable[ODOLWA_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "occire le #guerrier de la jungle# octroie", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "occire le #guerrier de la jungle# octroie", "un mal enmascarado contiene"}}); hintTable[GIANTS_OATH_TO_ORDER] = HintText::Exclude({ //obscure - Text{"a gentile giant teaches", "un #gentil géant# enseigne", ""}}); + Text{"a #gentile giant# teaches", "un #gentil géant# enseigne", ""}}); //Snowhead Temple hintTable[SNOWHEAD_TEMPLE_FIRE_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_BLOCK_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_ICICLE_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SNOWHEAD_TEMPLE_BRIDGE_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an icy temple contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); hintTable[SH_SF_SNOW_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_CEILING_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_DINOLFOS_1] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_DINOLFOS_2] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_BRIDGE_ROOM_LEDGE_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_BRIDGE_ROOM_PILLAR_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_MAP_ROOM_FAIRY] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_MAP_ROOM_LEDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_BASEMENT] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_TWIN_BLOCK] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_ICICLE_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_MAIN_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_PILLAR_FREEZARDS] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_ICE_PUZZLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[SH_SF_CRATE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); hintTable[GOHT_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "abattre un #gros taureau# détient", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "abattre un #gros taureau# détient", "un mal enmascarado contiene"}}); //Great bay Temple hintTable[GBT_ICE_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_SMALL_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the murky watered temple contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); hintTable[GBT_SF_SKULLTULA] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WATER_CONTROL_UNDERWATER_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WATERWHEEL_ROOM_LOWER] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WATERWHEEL_ROOM_UPPER] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_GREEN_VALVE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_SEESAW_ROOM] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_ENTRANCE_TORCHES] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_BIO_BABAS] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_UNDERWATER_BARREL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WHIRLPOOL_BARREL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_WHIRLPOOL_JAR] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_DEXIHANDS_JAR] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_LEDGE_JAR] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_PRE_BOSS_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GBT_SF_PRE_BOSS_ROOM_UNDERWATER_BUBBLE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); hintTable[GYORG_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "abattre un #énorme poisson# octroie", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "abattre un #énorme poisson# octroie", "un mal enmascarado contiene"}}); //Stone Tower Temple hintTable[STONE_TOWER_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_BRIDGE_SWITCH_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_UPDRAFT_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_UPRIGHT_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_LIGHT_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[STONE_TOWER_TEMPLE_GIANTS_MASK_CHEST] = HintText::Exclude({ //obscure - Text{"a rocky temple contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); hintTable[ST_SF_MIRROR_SUN_BLOCK] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_LAVA_ROOM_LEDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_LAVA_ROOM_FIRE_RING] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_EYEGORE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_UPDRAFT_FIRE_RING] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_MIRROR_SUN_SWITCH] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_BOSS_WARP] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_WIZZROBE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_DEATH_ARMOS] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_UPDRAFT_FROZEN_EYE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_THIN_BRIDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_BASEMENT_LEDGE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_STATUE_EYE] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_UNDERWATER] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[ST_SF_BRIDGE_CRYSTAL] = HintText::Exclude({ //obscure - Text{"a lost fairy is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); hintTable[TWINMOLD_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a masked evil contains", "occire les #mille-pattes jumeaux# octroie", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "occire les #mille-pattes jumeaux# octroie", "un mal enmascarado contiene"}}); //Pirate Fortress hintTable[PF_INTERIOR_HOOKSHOT_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_LOWER_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_UPPER_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_TANK_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_GUARD_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_CAGE_ROOM_SHALLOW_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_CAGE_ROOM_DEEP_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_MAZE_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_SEWER_CAGE] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_EXTERIOR_LOG_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_EXTERIOR_SAND_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_EXTERIOR_CORNER_CHEST] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_INVISIBLE_SOLDIER] = HintText::Exclude({ //obscure - Text{"the home of pirates contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); hintTable[PF_INT_HOOKSHOT_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); hintTable[PF_INT_GUARD_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); hintTable[PF_INT_BARREL_MAZE_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); hintTable[PF_INT_LAVA_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the home of pirates rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); //Beneath the Well hintTable[BENEATH_THE_WELL_MIRROR_SHIELD_CHEST] = HintText::Exclude({ //obscure - Text{"a frightful exchange contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); + Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); hintTable[WELL_LEFT_PATH_CHEST] = HintText::Exclude({ //obscure - Text{"a frightful exchange contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); + Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); hintTable[WELL_RIGHT_PATH_CHEST] = HintText::Exclude({ //obscure - Text{"a frightful exchange contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); + Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); hintTable[BENEATH_THE_WELL_COW] = HintText::Exclude({ //obscure - Text{"a lost creature contains", "la #source laitière des puits# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "la #source laitière des puits# prodigue", "una criatura perdida da"}}); //Ikana Castle hintTable[IKANA_CASTLE_PILLAR] = HintText::Exclude({ //obscure - Text{"a fiery pilar contains", "un #pilier enflammé# garde", "un pilar en llamas contiene"}}); + Text{"a #fiery pillar# contains", "un #pilier enflammé# garde", "un pilar en llamas contiene"}}); hintTable[IKANA_CASTLE_IKANA_KING] = HintText::Exclude({ //obscure - Text{"a fallen king teaches", "un #roi déchu# enseigne", "un rey caído enseña"}}); + Text{"a #fallen king# teaches", "un #roi déchu# enseigne", "un rey caído enseña"}}); //Secret Shrine hintTable[SECRET_SHRINE_DINOLFOS_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "#deux fois deux cœurs# débloque", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#deux fois deux cœurs# débloque", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_WIZZROBE_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "#huit cœurs# débloquent", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#huit cœurs# débloquent", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_WART_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "une #douzaine de cœurs# débloquent", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "une #douzaine de cœurs# débloquent", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_GARO_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "#seize cœurs# débloquent", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#seize cœurs# débloquent", "un lugar secreto contiene"}}); hintTable[SECRET_SHRINE_FINAL_CHEST] = HintText::Exclude({ //obscure - Text{"a secret place contains", "#triompher de moult revanches# octroie", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#triompher de moult revanches# octroie", "un lugar secreto contiene"}}); //The Moon hintTable[THE_MOON_DEKU_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "un #cache-cache feuillu# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache feuillu# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_GORON_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "un #cache-cache roulant# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache roulant# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_ZORA_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "un #cache-cache aquatique# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache aquatique# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_LINK_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_GARO_CHEST] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_IRON_KNUCKLE_CHEST] = HintText::Exclude({ //obscure - Text{"a masked child's game contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); hintTable[THE_MOON_MAJORA_CHILD] = HintText::Exclude({ //obscure - Text{"the lonely child rewards", "l'#enfant isolé# décerne", "el niño solitario recompensa con"}}); + Text{"the #lonely child# rewards", "l'#enfant isolé# décerne", "el niño solitario recompensa con"}}); //Southern Swamp Skulltula House hintTable[SSH_MAIN_ROOM_NEAR_CEILING] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_WATER] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_LOWER_LEFT_SOIL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_LOWER_RIGHT_SOIL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_UPPER_SOIL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_PILLAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_UPPER_PILLAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MAIN_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_CRATE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_CRATE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_TORCH] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_ON_MONUMENT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_MONUMENT_ROOM_LOWER_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_NEAR_CEILING] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_PILLAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_GOLD_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_POT_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_POT_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_BEHIND_VINES] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_BEEHIVE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_POT_ROOM_BEEHIVE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_TREE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_TREE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_TREE_3] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_GRASS_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_GRASS_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); hintTable[SSH_TREE_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); //Oceanside spider House hintTable[OSH_ENTRANCE_LEFT_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_ENTRANCE_RIGHT_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_ENTRANCE_WEB] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_HOLE_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_HOLE_BEHIND_CABINET] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_ON_CORNER_BOOKSHELF] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_LIBRARY_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_CEILING_PLANK] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_WEBBED_HOLE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_WEBBED_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_UPPER_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_SECOND_ROOM_LOWER_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_CEILING_WEB] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_BEHIND_CRATE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_CRATE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_STORAGE_ROOM_BARREL] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_1] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_2] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_CHANDELIER_3] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); hintTable[OSH_COLORED_SKULLS_POT] = HintText::Exclude({ //obscure - Text{"a gold spider is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); /*---------------------- | REGION HINT TEXT | ----------------------*/ hintTable[LINKS_POCKET] = HintText::Region({Text{"Your Pocket", "tes poches", ""}}); - hintTable[N_CLOCK_TOWN] = HintText::Region({Text{"N Clock Town", "Cadranbourg-Nord", "Norte de la Ciudad Reloj", "", "le nord de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_FAIRY_FOUNTAIN] = HintText::Region({Text{"Clock Town Fairy Fountain", "la fontaine de fées de Cadranbourg", "Fuente de las hadas de Ciudad Reloj", "", "la fontaine de fées de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_DEKU_PLAYGROUND] = HintText::Region({Text{"Deku Playground", "l'aire de jeux des pestes mojo", "Campo de Juegos Deku"}}); - hintTable[E_CLOCK_TOWN] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); - hintTable[STOCKPOTINN] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); - hintTable[STOCKPOTINN_GUEST_ROOM] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); - hintTable[STOCKPOTINN_STAFF_ROOM] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); - hintTable[STOCKPOTINN_GRANDMA_ROOM] = HintText::Region({Text{"Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_OBSERVATORY] = HintText::Region({Text{"Observatory", "l'observatoire céleste", "Observatorio Astronónico"}}); - hintTable[CLOCK_TOWN_BAR] = HintText::Region({Text{"Milk Bar", "le bar laitier", "Bar Lácteo"}}); - hintTable[CLOCK_TOWN_HONEY_DARLING] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_TREASURE_CHEST_GAME] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_ARCHERY] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_MAYOR_HOUSE] = HintText::Region({Text{"E Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); - hintTable[W_CLOCK_TOWN] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_POSTMAN_HOUSE] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_LOTTERY] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_BOMB_SHOP] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_TRADING_POST] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWN_CURIOSITY_SHOP] = HintText::Region({Text{"W Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); - hintTable[S_CLOCK_TOWN] = HintText::Region({Text{"S Clock Town", "Cadranbourg-Sud", "Sur de la Ciudad Reloj", "", "le sud de Bourg-Clocher", ""}}); - hintTable[CLOCK_TOWER] = HintText::Region({Text{"Clock Tower", "la tour du cadran", "Torre del Reloj", "", "la tour du clocher", ""}}); - hintTable[CLOCK_TOWER_ROOF] = HintText::Region({Text{"Clock Tower Roof", "le toit de la tour du cadran", "Cima de la Torre del Reloj", "", "le toit de la tour du clocher", ""}}); - hintTable[LAUNDRY_POOL] = HintText::Region({Text{"Laundry Pool", "le lavoir", "Lavadero"}}); - hintTable[LAUNDRY_POOL_KAFEI_HIDEOUT] = HintText::Region({Text{"Laundry Pool", "le lavoir", "Lavadero"}}); + hintTable[N_CLOCK_TOWN] = HintText::Region({Text{"North Clock Town", "Cadranbourg-Nord", "Norte de la Ciudad Reloj", "", "le nord de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_FAIRY_FOUNTAIN] = HintText::Region({Text{"Clock Town’s Fairy Fountain", "la fontaine de fées de Cadranbourg", "Fuente de las hadas de Ciudad Reloj", "", "la fontaine de fées de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_DEKU_PLAYGROUND] = HintText::Region({Text{"the Deku Playground", "l'aire de jeux des pestes mojo", "Campo de Juegos Deku"}}); + hintTable[E_CLOCK_TOWN] = HintText::Region({Text{"East Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN] = HintText::Region({Text{"the Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN_GUEST_ROOM] = HintText::Region({Text{"the Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN_STAFF_ROOM] = HintText::Region({Text{"the Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[STOCKPOTINN_GRANDMA_ROOM] = HintText::Region({Text{"the Stock Pot Inn", "l’Auberge de la Marmite", "Posada del Puchero", "", "l'auberge de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_OBSERVATORY] = HintText::Region({Text{"the Astral Observatory", "l'observatoire céleste", "Observatorio Astronónico"}}); + hintTable[CLOCK_TOWN_BAR] = HintText::Region({Text{"the Milk Bar", "le bar laitier", "Bar Lácteo"}}); + hintTable[CLOCK_TOWN_HONEY_DARLING] = HintText::Region({Text{"East Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_TREASURE_CHEST_GAME] = HintText::Region({Text{"East Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_ARCHERY] = HintText::Region({Text{"East Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_MAYOR_HOUSE] = HintText::Region({Text{"East Clock Town", "Cadranbourg-Est", "Este de la Ciudad Reloj", "", "l'est de Bourg-Clocher", ""}}); + hintTable[W_CLOCK_TOWN] = HintText::Region({Text{"West Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Region({Text{"West Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_POSTMAN_HOUSE] = HintText::Region({Text{"West Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_LOTTERY] = HintText::Region({Text{"West Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_BOMB_SHOP] = HintText::Region({Text{"West Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_TRADING_POST] = HintText::Region({Text{"West Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWN_CURIOSITY_SHOP] = HintText::Region({Text{"West Clock Town", "Cadranbourg-Ouest", "Oeste de la Ciudad Reloj", "", "l'ouest de Bourg-Clocher", ""}}); + hintTable[S_CLOCK_TOWN] = HintText::Region({Text{"South Clock Town", "Cadranbourg-Sud", "Sur de la Ciudad Reloj", "", "le sud de Bourg-Clocher", ""}}); + hintTable[CLOCK_TOWER] = HintText::Region({Text{"the Clock Tower", "la tour du cadran", "Torre del Reloj", "", "la tour du clocher", ""}}); + hintTable[CLOCK_TOWER_ROOF] = HintText::Region({Text{"the Clock Tower’s Roof", "le toit de la tour du cadran", "Cima de la Torre del Reloj", "", "le toit de la tour du clocher", ""}}); + hintTable[LAUNDRY_POOL] = HintText::Region({Text{"the Laundry Pool", "le lavoir", "Lavadero"}}); + hintTable[LAUNDRY_POOL_KAFEI_HIDEOUT] = HintText::Region({Text{"the Laundry Pool", "le lavoir", "Lavadero"}}); hintTable[TERMINA_FIELD] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); hintTable[TERMINA_FIELD_PEAHAT_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); hintTable[TERMINA_FIELD_DODONGO_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); @@ -2363,41 +2362,41 @@ void HintTable_Init() { hintTable[TERMINA_FIELD_BUSINESS_SCRUB_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); hintTable[TERMINA_FIELD_COW_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); hintTable[TERMINA_FIELD_GOSSIP_STONES_GROTTO] = HintText::Region({Text{"Termina Field", "la plaine Termina", "Campo de Términa"}}); - hintTable[ROAD_TO_SOUTHERN_SWAMP] = HintText::Region({Text{"Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); - hintTable[ROAD_TO_SOUTHERN_SWAMP_ARCHERY] = HintText::Region({Text{"Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); - hintTable[ROAD_TO_SWAMP_GROTTO] = HintText::Region({Text{"Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); - hintTable[SOUTHERN_SWAMP] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); - hintTable[SWAMP_TOURIST_CENTER] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); - hintTable[SOUTHERN_SWAMP_HAGS_POTION_SHOP] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); - hintTable[MYSTERY_WOODS] = HintText::Region({Text{"Mystery Woods", "le boisé mystérieux", "Bosque Misterioso", "", "les bois-mystère", ""}}); - hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO] = HintText::Region({Text{"Mystery Woods", "le boisé mystérieux", "Bosque Misterioso", "", "les bois-mystère", ""}}); - hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); - hintTable[SOUTHERN_SWAMP_TOP] = HintText::Region({Text{"Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); - hintTable[DEKU_PALACE] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); - hintTable[DEKU_PALACE_INTERIOR] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); - hintTable[DEKU_PALACE_BEAN_GROTTO] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); - hintTable[DEKU_SHRINE] = HintText::Region({Text{"Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[ROAD_TO_SOUTHERN_SWAMP] = HintText::Region({Text{"the Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); + hintTable[ROAD_TO_SOUTHERN_SWAMP_ARCHERY] = HintText::Region({Text{"the Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); + hintTable[ROAD_TO_SWAMP_GROTTO] = HintText::Region({Text{"the Road to Southern Swamp", "la route des marais du Sud", "Camino al Pantano del Sur"}}); + hintTable[SOUTHERN_SWAMP] = HintText::Region({Text{"the Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[SWAMP_TOURIST_CENTER] = HintText::Region({Text{"the Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[SOUTHERN_SWAMP_HAGS_POTION_SHOP] = HintText::Region({Text{"the Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[MYSTERY_WOODS] = HintText::Region({Text{"the Woods of Mystery", "le boisé mystérieux", "Bosque Misterioso", "", "les bois-mystère", ""}}); + hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO] = HintText::Region({Text{"the Woods of Mystery", "le boisé mystérieux", "Bosque Misterioso", "", "les bois-mystère", ""}}); + hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO] = HintText::Region({Text{"the Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[SOUTHERN_SWAMP_TOP] = HintText::Region({Text{"the Southern Swamp", "les marais du Sud", "Pantano del Sur"}}); + hintTable[DEKU_PALACE] = HintText::Region({Text{"the Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[DEKU_PALACE_INTERIOR] = HintText::Region({Text{"the Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[DEKU_PALACE_BEAN_GROTTO] = HintText::Region({Text{"the Deku Palace", "le palais mojo", "Palacio Deku"}}); + hintTable[DEKU_SHRINE] = HintText::Region({Text{"the Deku Palace", "le palais mojo", "Palacio Deku"}}); hintTable[WOODFALL] = HintText::Region({Text{"Woodfall", "Boisé-les-Cascades", "Bosque Catarata", "", "Bois-Cascade", ""}}); - hintTable[WOODFALL_FAIRY_FOUNTAIN] = HintText::Region({Text{"Woodfall Fairy Foutain", "la fontaine des fées de Boisé-les-Cascades", "Fuente de las hadas del Bosque Catarata", "", "la fontaine des fées de Bois-Cascade", ""}}); - hintTable[PATH_TO_MOUNTAIN_VILLAGE] = HintText::Region({Text{"Path to Mountain Vilage", "la route vers le village dans la montagne", "Camino al Pueblo de la Montaña"}}); - hintTable[MOUNTAIN_VILLAGE] = HintText::Region({Text{"Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); - hintTable[GORON_GRAVEYARD] = HintText::Region({Text{"Goron Graveyard", "le cimetière des Gorons", "Cementerio Goron"}}); - hintTable[MOUNTAIN_SMITHY] = HintText::Region({Text{"Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); - hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO] = HintText::Region({Text{"Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); - hintTable[TWIN_ISLANDS] = HintText::Region({Text{"Twin Islands", "la route du village goron", "Islas Gemelas"}}); - hintTable[GORON_RACETRACK] = HintText::Region({Text{"Goron Racetrack", "la course des Gorons", "Circuito de carreras Goron"}}); - hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO] = HintText::Region({Text{"Twin Islands", "la route du village goron", "Islas Gemelas"}}); - hintTable[TWIN_ISLANDS_SPRING_WATER_GROTTO] = HintText::Region({Text{"Twin Islands", "la route du village goron", "Islas Gemelas"}}); - hintTable[GORON_VILLAGE] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); - hintTable[GORON_VILLAGE_LENS_CAVE] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); - hintTable[GORON_VILLAGE_INTERIOR] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); - hintTable[GORON_VILLAGE_SHOP] = HintText::Region({Text{"Goron Village", "le village goron", "Aldea Goron"}}); - hintTable[ROAD_TO_SNOWHEAD] = HintText::Region({Text{"Road to Snowhead", "la route du Pic des neiges", "Camino al Pico Nevado", "", "la route du pic des Neiges", ""}}); - hintTable[ROAD_TO_SNOWHEAD_GROTTO] = HintText::Region({Text{"Road to Snowhead", "la route du Pic des neiges", "Camino al Pico Nevado", "", "la route du pic des Neiges", ""}}); + hintTable[WOODFALL_FAIRY_FOUNTAIN] = HintText::Region({Text{"Woodfall’s Fairy Fountain", "la fontaine des fées de Boisé-les-Cascades", "Fuente de las hadas del Bosque Catarata", "", "la fontaine des fées de Bois-Cascade", ""}}); + hintTable[PATH_TO_MOUNTAIN_VILLAGE] = HintText::Region({Text{"the road to Mountain Village", "la route vers le village dans la montagne", "Camino al Pueblo de la Montaña"}}); + hintTable[MOUNTAIN_VILLAGE] = HintText::Region({Text{"the Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); + hintTable[GORON_GRAVEYARD] = HintText::Region({Text{"the Goron Graveyard", "le cimetière des Gorons", "Cementerio Goron"}}); + hintTable[MOUNTAIN_SMITHY] = HintText::Region({Text{"the Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); + hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO] = HintText::Region({Text{"the Mountain Village", "le village dans la montagne", "Pueblo de la Montaña"}}); + hintTable[TWIN_ISLANDS] = HintText::Region({Text{"the road to Goron Village", "la route du village goron", "Islas Gemelas"}}); + hintTable[GORON_RACETRACK] = HintText::Region({Text{"the Goron Racetrack", "la course des Gorons", "Circuito de carreras Goron"}}); + hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO] = HintText::Region({Text{"the road to Goron Village", "la route du village goron", "Islas Gemelas"}}); + hintTable[TWIN_ISLANDS_SPRING_WATER_GROTTO] = HintText::Region({Text{"the road to Goron Village", "la route du village goron", "Islas Gemelas"}}); + hintTable[GORON_VILLAGE] = HintText::Region({Text{"the Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[GORON_VILLAGE_LENS_CAVE] = HintText::Region({Text{"the Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[GORON_VILLAGE_INTERIOR] = HintText::Region({Text{"the Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[GORON_VILLAGE_SHOP] = HintText::Region({Text{"the Goron Village", "le village goron", "Aldea Goron"}}); + hintTable[ROAD_TO_SNOWHEAD] = HintText::Region({Text{"the road to Snowhead", "la route du Pic des neiges", "Camino al Pico Nevado", "", "la route du pic des Neiges", ""}}); + hintTable[ROAD_TO_SNOWHEAD_GROTTO] = HintText::Region({Text{"the road to Snowhead", "la route du Pic des neiges", "Camino al Pico Nevado", "", "la route du pic des Neiges", ""}}); hintTable[SNOWHEAD] = HintText::Region({Text{"Snowhead", "le Pic des neiges", "Pico Nevado", "", "le pic des Neiges", ""}}); - hintTable[SNOWHEAD_FAIRY_FOUNTAIN] = HintText::Region({Text{"Snowhead Fairy Fountain", "la fontaine de fées du Pic des neiges", "Fuente de las hadas del Pico Nevado", "", "la fontaine de fées du pic des Neiges", ""}}); + hintTable[SNOWHEAD_FAIRY_FOUNTAIN] = HintText::Region({Text{"Snowhead’s Fairy Fountain", "la fontaine de fées du Pic des neiges", "Fuente de las hadas del Pico Nevado", "", "la fontaine de fées du pic des Neiges", ""}}); hintTable[MILK_ROAD] = HintText::Region({Text{"Milk Road", "la route du lait", "Camino Lácteo"}}); - hintTable[GORMAN_TRACK] = HintText::Region({Text{"Gorman Track", "la piste des Gorman", "Circuito de Gorman"}}); + hintTable[GORMAN_TRACK] = HintText::Region({Text{"the Gorman Track", "la piste des Gorman", "Circuito de Gorman"}}); hintTable[ROMANI_RANCH] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); hintTable[DOGGY_RACETRACK] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); hintTable[CUCCO_SHACK] = HintText::Region({Text{"Romani Ranch", "le ranch Romani", "Rancho Romani"}}); @@ -2411,7 +2410,7 @@ void HintTable_Init() { hintTable[PINNACLE_ROCK] = HintText::Region({Text{"Pinnacle Rock", "le Pic de pierre", "Roca Pináculo", "", "le puits de pierre", ""}}); hintTable[ZORA_CAPE] = HintText::Region({Text{"Zora Cape", "le cap des Zoras", "Cabo Zora"}}); hintTable[WATERFALL_RAPIDS] = HintText::Region({Text{"Zora Cape", "le cap des Zoras", "Cabo Zora"}}); - hintTable[GREAT_BAY_FAIRY_FOUNTAIN] = HintText::Region({Text{"Zora Cape Fairy Fountain", "la fontaine des fées du cap des Zoras", "Fuente de las hadas de la Gran Bahía"}}); + hintTable[GREAT_BAY_FAIRY_FOUNTAIN] = HintText::Region({Text{"Zora Cape’s Fairy Fountain", "la fontaine des fées du cap des Zoras", "Fuente de las hadas de la Gran Bahía"}}); hintTable[ZORA_CAPE_GROTTO] = HintText::Region({Text{"Zora Cape", "le cap des Zoras", "Cabo Zora"}}); hintTable[ZORA_HALL] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); hintTable[ZORA_HALL_EVANS_ROOM] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); @@ -2420,8 +2419,8 @@ void HintTable_Init() { hintTable[ZORA_HALL_TIJOS_ROOM] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); hintTable[ZORA_HALL_SHOP] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); hintTable[ZORA_HALL_BACK_ENTRANCE] = HintText::Region({Text{"Zora Hall", "le théâtre des Zoras", "Salón Zora"}}); - hintTable[ROAD_TO_IKANA] = HintText::Region({Text{"Road to Ikana", "la route d'Ikana", "Camino a Ikana"}}); - hintTable[ROAD_TO_IKANA_GROTTO] = HintText::Region({Text{"Road to Ikana", "la route d'Ikana", "Camino a Ikana"}}); + hintTable[ROAD_TO_IKANA] = HintText::Region({Text{"the road to Ikana", "la route d'Ikana", "Camino a Ikana"}}); + hintTable[ROAD_TO_IKANA_GROTTO] = HintText::Region({Text{"the road to Ikana", "la route d'Ikana", "Camino a Ikana"}}); hintTable[IKANA_GRAVEYARD] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); hintTable[IKANA_GRAVEYARD_GROTTO] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); hintTable[IKANA_GRAVEYARD_BELOW_GRAVE1] = HintText::Region({Text{"Ikana Graveyard", "le cimetière d'Ikana", "Cementerio de Ikana"}}); @@ -2438,7 +2437,7 @@ void HintTable_Init() { hintTable[SAKONS_HIDEOUT] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); hintTable[MUSIC_BOX_HOUSE] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); hintTable[IKANA_CANYON_POE_HUT] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); - hintTable[IKANA_CANYON_GREAT_FAIRY_FOUNTAIN] = HintText::Region({Text{"Ikana Canyon Fairy Foutain", "la fontaine des fées du canyon d'Ikana", "Fuente de las hadas del Cañón de Ikana", "", "la fontaine des fées de la vallée d'Ikana", ""}}); + hintTable[IKANA_CANYON_GREAT_FAIRY_FOUNTAIN] = HintText::Region({Text{"Ikana Canyon’s Fairy Fountain", "la fontaine des fées du canyon d'Ikana", "Fuente de las hadas del Cañón de Ikana", "", "la fontaine des fées de la vallée d'Ikana", ""}}); hintTable[IKANA_CANYON_SECRET_SHRINE_GROTTO] = HintText::Region({Text{"Ikana Canyon", "le canyon d'Ikana", "Cañón de Ikana", "", "la vallée d'Ikana", ""}}); hintTable[STONE_TOWER] = HintText::Region({Text{"Stone Tower", "la forteresse de pierre", "Torre de Piedra"}}); hintTable[INVERTED_STONE_TOWER] = HintText::Region({Text{"Stone Tower", "la forteresse de pierre", "Torre de Piedra"}}); @@ -2599,19 +2598,19 @@ void HintTable_Init() { -----------------------*/ hintTable[ODOLWA] = HintText::Boss({ //obscure - Text{"a masked jungle warrior holds", "un #guerrier de la jungle masqué# détient", "un guerrero salvaje enmascarado"}}); + Text{"a #masked jungle warrior# holds", "un #guerrier de la jungle masqué# détient", "un guerrero salvaje enmascarado"}}); hintTable[GOHT] = HintText::Boss({ //obscure - Text{"a masked mechanical monster holds", "une #chimère mécanique masquée# détient", "un monstruo mecánico enmascarado"}}); + Text{"a #masked mechanical monster# holds", "une #chimère mécanique masquée# détient", "un monstruo mecánico enmascarado"}}); hintTable[GYORG] = HintText::Boss({ //obscure - Text{"a gargantuan masked fish holds", "un #léviathan gargantuesque masqué# détient", "un pez colosal enmascarado"}}); + Text{"a #gargantuan masked fish# holds", "un #léviathan gargantuesque masqué# détient", "un pez colosal enmascarado"}}); hintTable[TWINMOLD] = HintText::Boss({ //obscure - Text{"a giant masked insect holds", "un #double insecte géant masqué# détient", "un insecto gigante enmascarado"}}); + Text{"a #giant masked insect# holds", "un #double insecte géant masqué# détient", "un insecto gigante enmascarado"}}); hintTable[MAJORA] = HintText::Boss({ //obscure - Text{"a cursed mask holds", "un #masque maléfique# détient", "una máscara maldita"}}); + Text{"a #cursed mask# holds", "un #masque maléfique# détient", "una máscara maldita"}}); } From fdace02e3e87f8ae1c4326f2b916c76e7956d74c Mon Sep 17 00:00:00 2001 From: pizza1398 <259104093+pizza1398@users.noreply.github.com> Date: Sun, 22 Mar 2026 14:50:22 +0100 Subject: [PATCH 4/4] Additional clear hints --- source/hint_list.cpp | 2180 +++++++++++++++++++++++++++++++++--------- 1 file changed, 1744 insertions(+), 436 deletions(-) diff --git a/source/hint_list.cpp b/source/hint_list.cpp index 72eb463..7ca3d38 100644 --- a/source/hint_list.cpp +++ b/source/hint_list.cpp @@ -605,10 +605,16 @@ void HintTable_Init() { ); //hintTable[SONG_OF_DOUBLE_TIME] = HintText::Item({ // //obscure - // Text{"double time", "une réduction des attentes", "tiempo acelerado"}}); + // Text{"double time", "une réduction des attentes", "tiempo acelerado"} + // }, //clear + // Text{"the Song of Double Time", "le Chant du temps accéléré", "la canción de doble tiempo"} + //); //hintTable[INVERTED_SONG_OF_TIME] = HintText::Item({ // //obscure - // Text{"slowed time", "un timing assoupli", "tiempo ralentizado"}}); + // Text{"slowed time", "un timing assoupli", "tiempo ralentizado"} + // }, //clear + // Text{"the Inverted Song of Time", "le Chant du temps inversé", "la canción del tiempo invertida"} + //); hintTable[EPONAS_SONG] = HintText::Item({ //obscure Text{"a horses song", "l'appel d'une partenaire", "una canción equina"} @@ -667,7 +673,10 @@ void HintTable_Init() { //MAPS //hintTable[MAP] = HintText::Item({ // //obscure - // Text{"a paper guide", "un guide en papier", "un papiro guía"}}); + // Text{"a paper guide", "un guide en papier", "un papiro guía"} + // }, //clear + // Text{"a Map", "une carte", "un mapa"} + //); hintTable[WOODFALL_TEMPLE_MAP] = HintText::Item({ //obscure Text{"a paper guide", "un guide en papier", "un papiro guía"} @@ -731,7 +740,10 @@ void HintTable_Init() { //COMPASSES //hintTable[COMPASS] = HintText::Item({ // //obscure - // Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"}}); + // Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"} + // }, //clear + // Text{"a Compass", "une boussole", "una brújula"} + //); hintTable[WOODFALL_TEMPLE_COMPASS] = HintText::Item({ //obscure Text{"a magnetic needle", "une aiguille magnétique", "una aguja imantada"} @@ -759,7 +771,10 @@ void HintTable_Init() { //BOSSKEYS //hintTable[BOSS_KEY] = HintText::Item({ // //obscure - // Text{"an important key", "une clé importante", "una llave importante"}}); + // Text{"an important key", "une clé importante", "una llave importante"} + // }, //clear + // Text{"a Boss Key", "une grande clé", "una llave del jefe"} + //); hintTable[WOODFALL_TEMPLE_BOSS_KEY] = HintText::Item({ //obscure Text{"an important key", "une clé importante", "una llave importante"} @@ -787,7 +802,10 @@ void HintTable_Init() { //SMALLKEYS //hintTable[SMALL_KEY] = HintText::Item({ // //obscure - // Text{"a useful key", "une clé pratique", "una llave útil"}}); + // Text{"a useful key", "une clé pratique", "una llave útil"} + // }, //clear + // Text{"a Small Key", "une petite clé", "una llave pequeña"} + //); hintTable[WOODFALL_TEMPLE_SMALL_KEY] = HintText::Item({ //obscure Text{"swampy small key", "une clé marécageuse", "una llave pantanosa"} @@ -1008,1320 +1026,2595 @@ void HintTable_Init() { //Clock Tower hintTable[CLOCK_TOWER_OCARINA_OF_TIME] = HintText::Sometimes({ //obscure - Text{"a #musical instrument# is", "l'#instrument qui t'a été volé# est", "Un instrumento musical"}}); + Text{"a #musical instrument# is", "l'#instrument qui t'a été volé# est", "Un instrumento musical"} + }, //clear + Text{"#Skull Kid# has", "#Skull Kid# détient", "Skull Kid tiene"} + ); hintTable[CLOCK_TOWER_SONG_OF_TIME] = HintText::Sometimes({ //obscure - Text{"a #timeless song# is", "le #souvenir de la princesse# est", ""}}); + Text{"a #timeless song# is", "le #souvenir de la princesse# est", ""} + }, //clear + Text{"the #Song of Time# is", "le #Chant du temps# est", ""} + ); hintTable[HMS_DEKU_MASK] = HintText::Sometimes({ //obscure - Text{"a #forest curse removed# rewards", "#lever une malédiction sylvestre# crée", "remover la maldición del bosque otorga"}}); + Text{"a #forest curse removed# rewards", "#lever une malédiction sylvestre# crée", "remover la maldición del bosque otorga"} + }, //clear + Text{"the #Happy Mask Salesman# has", "le #vendeur de masques# a", "el vendedor de máscaras tiene"} + ); hintTable[HMS_SONG_OF_HEALING] = HintText::Sometimes({ //obscure - Text{"a #masked man's melody# teaches", "la #foire aux masques# enseigne", "la melodía del hombre enmascarado enseña"}}); + Text{"a #masked man's melody# teaches", "la #foire aux masques# enseigne", "la melodía del hombre enmascarado enseña"} + }, //clear + Text{"the #Happy Mask Salesman# has", "le #vendeur de masques# a", "el vendedor de máscaras tiene"} + ); hintTable[HMS_BOMBERS_NOTEBOOK] = HintText::Sometimes({ //obscure - Text{"a #masked man's gift# rewards", "la #foire aux masque# offre", "el hombre enmascarado otorga"}}); + Text{"a #masked man's gift# rewards", "la #foire aux masque# offre", "el hombre enmascarado otorga"} + }, //clear + Text{"the #Happy Mask Salesman# has", "le #vendeur de masques# a", "el vendedor de máscaras tiene"} + ); hintTable[HMS_STARTING_SWORD] = HintText::Sometimes({ //obscure - Text{"a #new file# yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); + Text{"a #new file# yields", "une #nouvelle partie# procure", "una nueva partida otorga"} + }, //clear + Text{"#you already have#", "#tu as déjà#", "tu ya tienes"} + ); hintTable[HMS_STARTING_SHIELD] = HintText::Sometimes({ //obscure - Text{"a #new file# yields", "une #nouvelle partie# procure", "una nueva partida otorga"}}); + Text{"a #new file# yields", "une #nouvelle partie# procure", "una nueva partida otorga"} + }, //clear + Text{"#you already have#", "#tu as déjà#", "tu ya tienes"} + ); //PRE_CLOCK_TOWN_CHEST //Deku Palace hintTable[DEKU_PALACE_BEAN_SELLER] = HintText::Sometimes({ //obscure - Text{"a #gorging merchant# sells", "un #marchand goulu# vend", "el mercader enterrado vende"}}); + Text{"a #gorging merchant# sells", "un #marchand goulu# vend", "el mercader enterrado vende"} + }, //clear + Text{"the #Bean Seller beneath Deku Palace# has", "le #vendeur de haricots du palais mojo# a", "el vendedor de habichuelas bajo el Palacio Deku tiene"} + ); hintTable[DEKU_PALACE_WEST_GARDEN] = HintText::Sometimes({ //obscure - Text{"the #home of scrubs# contains", "l'#habitat des pestes# contient", "el hogar de los matorrales contiene"}}); + Text{"the #home of scrubs# contains", "l'#habitat des pestes# contient", "el hogar de los matorrales contiene"} + }, //clear + Text{"#Deku Palace's west gardens# contain", "le #jardin ouest du palais mojo# contient", "el jardín oeste del Palacio Deku tiene"} + ); hintTable[DEKU_PALACE_BUTLER_RACE] = HintText::Sometimes({ //obscure - Text{"the #royal servant# rewards", "le #servant royal# offre", "el sirviente real recompensa con"}}); + Text{"the #royal servant# rewards", "le #servant royal# offre", "el sirviente real recompensa con"} + }, //clear + Text{"the #Deku Butler# has", "le #chancelier mojo# a", "el Mayordomo Deku tiene"} + ); hintTable[DEKU_PALACE_BEAN_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #merchant's cave# contains", "la #grotte d'un marchand# contient", "la cueva del mercader contiene"}}); + Text{"a #merchant's cave# contains", "la #grotte d'un marchand# contient", "la cueva del mercader contiene"} + }, //clear + Text{"the #chest beneath Deku Palace# contains", "le #coffre sous le palais mojo# contient", "el cofre bajo el Palacio Deku contiene"} + ); hintTable[DEKU_PALACE_IMPRISONED_MONKEY] = HintText::Sometimes({ //obscure - Text{"a #false imprisonment# teaches", "un #détenu innocent# enseigne", "un falso aprisionamiento enseña"}}); + Text{"a #false imprisonment# teaches", "un #détenu innocent# enseigne", "un falso aprisionamiento enseña"} + }, //clear + Text{"the #imprisoned monkey# has", "le #singe emprisonné# a", "el mono aprisionado tiene"} + ); //East Clock Town hintTable[E_CLOCK_TOWN_AROMA_IN_BAR] = HintText::Sometimes({ //obscure - Text{"an #important lady# rewards", "un #rapport fructueux# confère", "una señora importante recompensa con"}}); + Text{"an #important lady# rewards", "un #rapport fructueux# confère", "una señora importante recompensa con"} + }, //clear + Text{"#Madame Aroma's reward for the letter# is", "contre la #lettre express, madame Aroma# donne", "la recompensa de Madame Aroma por la carta es"} + ); hintTable[E_CLOCK_TOWN_ARCHERY_1] = HintText::Sometimes({ //obscure - Text{"a #town activity# rewards", "un #habile abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); + Text{"a #town activity# rewards", "un #habile abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"} + }, //clear + Text{"the #Town Shooting Gallery's# reward is", "un des #prix du stand de tir de la ville# est", "la primer recompensa de la Galería de tiro de la Ciudad es"} + ); hintTable[E_CLOCK_TOWN_ARCHERY_2] = HintText::Sometimes({ //obscure - Text{"a #town activity# rewards", "un #parfait abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"}}); + Text{"a #town activity# rewards", "un #parfait abattage d'octoroks# octroie", "una actividad en la ciudad recompensa con"} + }, //clear + Text{"the #Town Shooting Gallery's# reward is", "un des #prix du stand de tir de la ville# est", "la segunda recompensa de la Galería de tiro de la Ciudad es"} + ); hintTable[E_CLOCK_TOWN_MAYOR] = HintText::Sometimes({ //obscure - Text{"a #town leader# rewards", "un #homme d'état# offre", "el líder de la ciudad recompensa con"}}); + Text{"a #town leader# rewards", "un #homme d'état# offre", "el líder de la ciudad recompensa con"} + }, //clear + Text{"#Mayor Dotour# has", "le #maire Dotour# a", "el Alcalde Dotour tiene"} + ); hintTable[E_CLOCK_TOWN_HONEY_DARLING_3DAYS] = HintText::Sometimes({ //obscure - Text{"a #lovers game# rewards", "un #jeu d'amants# offre", "un juego de amantes recompensa con"}}); + Text{"a #lovers game# rewards", "un #jeu d'amants# offre", "un juego de amantes recompensa con"} + }, //clear + Text{"#Honey and Darling's Shop's reward# is", "le #prix ultime de l’arcade des amoureux# est", "la recompensa final de los juegos de Honey y Darling es", "", "le #prix ultime du manège des amoureux# est", ""} + ); hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_GORON] = HintText::Sometimes({ //obscure - Text{"a #treasure game# rewards", "un #jeu trésorier# offre", "un juego del tesoro recompensa con"}}); + Text{"a #treasure game# rewards", "un #jeu trésorier# offre", "un juego del tesoro recompensa con"} + }, //clear + Text{"the #Treasure Chest Game's reward for Gorons# is", "le #prix pour gorons de Coffre au trésor# est", "la recompensa para Gorons en el juego del Cofre del Tesoro es", "", "le #prix pour gorons de la chasse au trésors# est", ""} + ); hintTable[E_CLOCK_TOWN_POSTMAN_FREEDOM] = HintText::Sometimes({ //obscure - Text{"a #delivery person# rewards", "un #ex-livreur# offre", "un repartidor recompensa con"}}); + Text{"a #delivery person# rewards", "un #ex-livreur# offre", "un repartidor recompensa con"} + }, //clear + Text{"the #postman's final reward# is", "la #récompense finale du facteur# est", "la recompensa final del cartero es"} + ); hintTable[E_CLOCK_TOWN_GORMAN] = HintText::Sometimes({ //obscure - Text{"a #miserable leader# rewards", "un #homme ivre# offre", "un líder miserable otorga"}}); + Text{"a #miserable leader# rewards", "un #homme ivre# offre", "un líder miserable otorga"} + }, //clear + Text{"#Gorman's reward at the Milk Bar# is", "la #récompense de Gorman au bar laitier# est", "la recompensa de Gorman en el Bar Lácteo es"} + ); hintTable[E_CLOCK_TOWN_AROMA_IN_OFFICE] = HintText::Sometimes({ //obscure - Text{"an #important lady# rewards", "une #affectation détective# confie", "una señora importante recompensa con"}}); + Text{"an #important lady# rewards", "une #affectation détective# confie", "una señora importante recompensa con"} + }, //clear + Text{"#Madame Aroma, at her office#, gives", "#madame Aroma, dans son bureau#, donne", "Madame Aroma, en su oficina, da"} + ); hintTable[BOMBERS_HIDEOUT_CHEST] = HintText::Sometimes({ //obscure - Text{"a #secret hideout# contains", "un #recoin de repaire# recèle", "un escondite secreto contiene"}}); + Text{"a #secret hideout# contains", "un #recoin de repaire# recèle", "un escondite secreto contiene"} + }, //clear + Text{"the #chest in the Bombers' Hideout# contains", "le #coffre dans le repaire des Bombers# contient", "el cofre en el escondite de los Bombers es"} + ); hintTable[E_CLOCK_TOWN_CHEST] = HintText::Sometimes({ //obscure - Text{"a #shop roof# contains", "un #toit d'entreprise# contient", "el techo de una tienda contiene"}}); + Text{"a #shop roof# contains", "un #toit d'entreprise# contient", "el techo de una tienda contiene"} + }, //clear + Text{"the #chest in East Clock Town# contains", "le #coffre dans l'est de Cadranbourg# contient", "el cofre en el Este de la Ciudad Reloj contiene", "", "le #coffre dans l'est de Bourg-Clocher# contient", ""} + ); hintTable[E_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a #correspondence box# contains", "un #boîte à correspondances# contient", "una caja de correspondencia contiene"}}); + Text{"a #correspondence box# contains", "un #boîte à correspondances# contient", "una caja de correspondencia contiene"} + }, //clear + Text{"the #postbox# contains", "la #boîte aux lettres# contient", "el buzón contiene"} + ); //hintTable[E_CLOCK_TOWN_MILK_BAR_CHATEAU] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"}}); + // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"} + // }, //clear + // Text{"the #Milk Bar# sells", "le #bar laitier# vend", "el Bar Lácteo vende"} + //); //hintTable[E_CLOCK_TOWN_MILK_BAR_MILK] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"}}); + // Text{"**ENGLISH**", "un #spécialiste laitier# vend", "un lugar de copas vende"} + // }, //clear + // Text{"the #Milk Bar# sells", "le #bar laitier# vend", "el Bar Lácteo vende"} + //); hintTable[GORMAN_TRACK_MYSTERY_MILK_QUEST] = HintText::Sometimes({ //obscure - Text{"an #upset stomach cure# rewards", "#soigner un mal de ventre# produit", "la cura a un mal estomacal recompensa con"}}); + Text{"an #upset stomach cure# rewards", "#soigner un mal de ventre# produit", "la cura a un mal estomacal recompensa con"} + }, //clear + Text{"the #Gorman Brothers cheer up their brother# with", "le #\"lait guérit-tout\" des frères Gorman# est en fait", "Los hermanos Gorman animan a su hermano con", "", "le #\"lait de cuite\" des frères Gorman# est en fait", ""} + ); //hintTable[E_CLOCK_TOWN_HONEY_DARLING_ANY_DAY] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "un #jeu d'amants# offre quotidiennement", "un juego de amantes recompensa con"}}); + // Text{"**ENGLISH**", "un #jeu d'amants# offre quotidiennement", "un juego de amantes recompensa con"} + // }, //clear + // Text{"#Honey and Darling's Shop's daily reward# is", "le #prix quotidien de l’arcade des amoureux# est", "la recompensa diaria en el juego de Honey y Darling es", "", "le #prix quotidien du manège des amoureux# est", ""} + //); //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_HUMAN] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "une #partie à 20 rubis# offre", "un juego del tesoro recompensa con"}}); + // Text{"**ENGLISH**", "une #partie à 20 rubis# offre", "un juego del tesoro recompensa con"} + // }, //clear + // Text{"the #Treasure Chest Game's reward for Hylians# is", "le #prix pour humains du Coffre au trésor# est", "la recompensa para Hylianos en el juego del Cofre del Tesoro es", "", "le #prix pour humains de la chasse au trésors# est", ""} + //); //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_ZORA] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "une #partie à 10 rubis# offre", "un juego del tesoro recompensa con"}}); + // Text{"**ENGLISH**", "une #partie à 10 rubis# offre", "un juego del tesoro recompensa con"} + // }, //clear + // Text{"the #Treasure Chest Game's reward for Zoras# is", "le #prix pour zoras du Coffre au trésor# est", "la recompensa para Zoras en el juego del Cofre del Tesoro es", "", "le #prix pour zoras de la chasse au trésors# est", ""} + //); //hintTable[E_CLOCK_TOWN_TREASURE_CHEST_GAME_DEKU] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "une #partie à 5 rubis# offre", "un juego del tesoro recompensa con"}}); + // Text{"**ENGLISH**", "une #partie à 5 rubis# offre", "un juego del tesoro recompensa con"} + // }, //clear + // Text{"the #Treasure Chest Game's reward for Dekus# is", "le #prix pour pestes mojo du Coffre au trésor# est", "la recompensa para Dekus en el juego del Cofre del Tesoro es", "", "le #prix pour pestes mojo de la chasse au trésors# est", ""} + //); //Goron Village hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE] = HintText::Sometimes({ //obscure - Text{"a #large goron# rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); + Text{"a #large goron# rewards", "un #grand goron# confie", "un enorme goron recompensa con"} + }, //clear + Text{"the #oversized Goron# has", "le #grand goron qui vend des barils de poudre# a", "el enorme Goron en la cueva tiene"} + ); hintTable[GORON_VILLAGE_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a #northern merchant# sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); + Text{"a #northern merchant# sells", "un #marchand septentrional# vend", "un mercader en el norte vende"} + }, //clear + Text{"the #Goron Village Business Scrub# sells", "la #peste marchande du village goron# vend", "el Mercader Deku en la Aldea Goron vende"} + ); hintTable[GORON_VILLAGE_LENS_OF_TRUTH_CHEST] = HintText::Sometimes({ //obscure - Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); + Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"} + }, //clear + Text{"the #chest inside Goron Village's Lone Peak Shrine# contains", "le #coffre dans le sanctuaire reculé du village goron# contient", "el ccofre dentro de la cueva en la Aldea Goron contiene"} + ); hintTable[GORON_VILLAGE_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a #northern merchant# trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); + Text{"a #northern merchant# trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"} + }, //clear + Text{"Business Scrubs #trade for the Swamp Title Deed#", "une peste marchande #échange un titre de marais# contre", "el Mercader Deku intercambia la propiedad del Pantano por"} + ); hintTable[GORON_VILLAGE_LEDGE] = HintText::Sometimes({ //obscure - Text{"a #cold ledge# contains", "Un #rebord froid# recèle", "una cornisa fría contiene"}}); + Text{"a #cold ledge# contains", "Un #rebord froid# recèle", "una cornisa fría contiene"} + }, //clear + Text{"the #Goron Village Deku Flower# leads to", "la #fleur mojo du village goron# mène à", "la Flor Deku en la Aldea Goron resguarda"} + ); hintTable[GORON_VILLAGE_POWDER_KEG_CHALLENGE_SPRING] = HintText::Sometimes({ //obscure - Text{"a #large goron# rewards", "un #grand goron# confie", "un enorme goron recompensa con"}}); + Text{"a #large goron# rewards", "un #grand goron# confie", "un enorme goron recompensa con"} + }, //clear + Text{"the #oversized Goron# has", "le #grand goron qui vends des barils de poudre# a", "el enorme Goron en la cueva tiene"} + ); hintTable[GORON_VILLAGE_SCRUB_PURCHASE_SPRING] = HintText::Sometimes({ //obscure - Text{"a #northern merchant# sells", "un #marchand septentrional# vend", "un mercader en el norte vende"}}); + Text{"a #northern merchant# sells", "un #marchand septentrional# vend", "un mercader en el norte vende"} + }, //clear + Text{"the #Goron Village Business Scrub# sells", "la #peste marchande du village goron# vend", "el Mercader Deku en la Aldea Goron vende"} + ); hintTable[GORON_VILLAGE_SCRUB_TRADE_SPRING] = HintText::Sometimes({ //obscure - Text{"a #northern merchant# trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"}}); + Text{"a #northern merchant# trades", "un #marchand septentrional# échange", "un mercader en el norte intercambia por"} + }, //clear + Text{"Business Scrubs #trade for the Swamp Title Deed#", "une peste marchande #échange un titre de marais# contre", "el Mercader Deku intercambia la propiedad del Pantano por"} + ); hintTable[GORON_VILLAGE_LEDGE_SPRING] = HintText::Sometimes({ //obscure - Text{"a #cold ledge# contains", "un #rebord froid# recèle", "una cornisa fría contiene"}}); + Text{"a #cold ledge# contains", "un #rebord froid# recèle", "una cornisa fría contiene"} + }, //clear + Text{"the #Goron Village Deku Flower# leads to", "la #fleur mojo du village goron# mène à", "la Flor Deku en la Aldea Goron resguarda"} + ); hintTable[GORON_VILLAGE_GORON_LULLABY] = HintText::Sometimes({ //obscure - Text{"a #lonely child# teaches", "un #enfant délaissé# enseigne", "un niño solitario enseña"}}); + Text{"a #lonely child# teaches", "un #enfant délaissé# enseigne", "un niño solitario enseña"} + }, //clear + Text{"the #crying baby Goron# has", "le #bébé goron qui pleure# a", "el Goron bebé llorón tiene"} + ); hintTable[LENS_CAVE_RED_RUPEE] = HintText::Sometimes({ //obscure - Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); + Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"} + }, //clear + Text{"the #buried chest inside Goron Village's Lone Peak Shrine# contains", "le #coffre enseveli du sanctuaire reculé du village goron# contient", "el cofre enterrado en la cueva de la Aldea Goron contiene"} + ); hintTable[LENS_CAVE_PURPLE_RUPEE] = HintText::Sometimes({ //obscure - Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"}}); + Text{"a #lonely peak# contains", "un #pic esseulé# contient", "una cumbre solitaria contiene"} + }, //clear + Text{"the #hidden chest inside Goron Village's Lone Peak Shrine# contains", "le #coffre invisible du sanctuaire reculé du village goron# contient", "el cofre oculto en la cueva de la Aldea Goron contiene"} + ); hintTable[GORON_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"}}); + Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"} + }, //clear + Text{"the #Goron Shop# sells", "la #boutique goron# vend", "la tienda Goron vende"} + ); hintTable[GORON_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"}}); + Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"} + }, //clear + Text{"the #Goron Shop# sells", "la #boutique goron# vend", "la tienda Goron vende"} + ); hintTable[GORON_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"}}); + Text{"a #goron shop# sells", "une #boutique minière# vend", "una tienda Goron vende"} + }, //clear + Text{"the #Goron Shop# sells", "la #boutique goron# vend", "la tienda Goron vende"} + ); //Great Bay Coast hintTable[GBC_OCEAN_SPIDER_DAY1] = HintText::Sometimes({ //obscure - Text{"a #new ocean home owner# rewards", "un #emménagement côtier# octroie", "un nuevo dueño de una casa en el océano recompensa con"}}); + Text{"a #new ocean home owner# rewards", "un #emménagement côtier# octroie", "un nuevo dueño de una casa en el océano recompensa con"} + }, //clear + Text{"#cleaning the Oceanside Spider House on the first day# awards", "#vaincre les araîgnées de la maison de la côte# donne", "limpiar la casa de las arañas de la playa en el primer día otorga"} + ); //hintTable[GBC_OCEAN_SPIDER_DAY2] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"}}); + // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"} + // }, //clear + // Text{"#cleaning the Oceanside Spider House on the second day# awards", "#vaincre les araîgnées de la maison de la côte au 2ème jour# donne", "limpiar la casa de las arañas de la playa en el segundo día otorga"} + //); //hintTable[GBC_OCEAN_SPIDER_DAY3] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"}}); + // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un nuevo dueño de una casa en el océano recompensa con"} + // }, //clear + // Text{"#cleaning the Oceanside Spider House on the final day# awards", "#vaincre les araîgnées de la maison de la côte au dernier jour# donne", "limpiar la casa de las arañas de la playa en el último día otorga"} + //); hintTable[GBC_FISHERMAN_GAME] = HintText::Sometimes({ //obscure - Text{"an #ocean game# rewards", "un #jeu bondissant# offre", "un juego en el océano recompensa con"}}); + Text{"an #ocean game# rewards", "un #jeu bondissant# offre", "un juego en el océano recompensa con"} + }, //clear + Text{"the #Fisherman's Jumping Game's reward# is", "le #prix de jeu de sauts du pêcheur# est", "la recompensa del juego de saltos del pescador es"} + ); hintTable[GBC_OCEAN_SPIDER_CHEST] = HintText::Sometimes({ //obscure - Text{"the #colored masks# contain", "les #masques colorés# protègent", "las máscaras de colores contienen"}}); + Text{"the #colored masks# contain", "les #masques colorés# protègent", "las máscaras de colores contienen"} + }, //clear + Text{"the #Oceanside Spider House chest# contains", "le #coffre de la maison des araignées de la côte# contient", "el cofre en la casa de las arañas de la playa contiene"} + ); hintTable[GBC_LAB_FISH] = HintText::Sometimes({ //obscure - Text{"#feeding the fish# rewards", "une #croissance ichtyenne# dévoile", "alimentar a los peces recompensa con"}}); + Text{"#feeding the fish# rewards", "une #croissance ichtyenne# dévoile", "alimentar a los peces recompensa con"} + }, //clear + Text{"the #Marine Research Lab's fish# have", "les #poissons du labo de recherche océanique# ont", "los peces en el Laboratorio de Investigación Marina tienen"} + ); hintTable[GBC_LEDGE] = HintText::Sometimes({ //obscure - Text{"an #ocean ledge# contains", "un #rebord côtier# recèle", "una cornisa en el océano contiene"}}); + Text{"an #ocean ledge# contains", "un #rebord côtier# recèle", "una cornisa en el océano contiene"} + }, //clear + Text{"the #alcove at Great Bay Coast# contains", "la #falaise de la côte de la Grande Baie# recèle", "la cornisa en la Costa de la Gran Bahía tiene"} + ); hintTable[GBC_MIKAU] = HintText::Sometimes({ //obscure - Text{"a #healed spirit# rewards", "l'#apaisement d'un guitariste# crée", "un espíritu curado recompensa con"}}); + Text{"a #healed spirit# rewards", "l'#apaisement d'un guitariste# crée", "un espíritu curado recompensa con"} + }, //clear + Text{"#Mikau# has", "#Mikau# a", "Mikau tiene"} + ); hintTable[GBC_BABY_ZORAS] = HintText::Sometimes({ //obscure - Text{"the #pirates' loot# teaches", "le #butin des pirates# enseigne", "el botín de los piratas enseña"}}); + Text{"the #pirates' loot# teaches", "le #butin des pirates# enseigne", "el botín de los piratas enseña"} + }, //clear + Text{"the #baby Zoras# have", "les #bébés zoras# ont", "los bebés Zora tienen"} + ); hintTable[GBC_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"an #ocean cave# contains", "un #trou côtier# contient", "una cueva en el océano contiene"}}); + Text{"an #ocean cave# contains", "un #trou côtier# contient", "una cueva en el océano contiene"} + }, //clear + Text{"the #Great Bay Coast grotto# contains", "le #trou de la Grande Baie# contient", "la gruta en la Costa de la Gran Bahía contiene"} + ); hintTable[GBC_GROTTO_COW1] = HintText::Sometimes({ //obscure - Text{"a #lost creature# gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #ruminant côtier# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #cows beneath Great Bay Coast# have", "les #vaches sous la Grande Baie# ont", "las vacas en la Costa de la Gran Bahía tienen"} + ); hintTable[GBC_GROTTO_COW2] = HintText::Sometimes({ //obscure - Text{"a #lost creature# gives", "un #ruminant côtier# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #ruminant côtier# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #cows beneath Great Bay Coast# have", "les #vaches sous la Grande Baie# ont", "las vacas en la Costa de la Gran Bahía tienen"} + ); hintTable[GBC_FISHERMAN_PHOTO] = HintText::Sometimes({ //obscure - Text{"a #fisherman# rewards", "un #pêcheur# échange", "un pescador recompensa con"}}); + Text{"a #fisherman# rewards", "un #pêcheur# échange", "un pescador recompensa con"} + }, //clear + Text{"the #fisherman# trades for a picture", "le #pêcheur# échange un cliché contre", "el pescador intercambia una luminografía por"} + ); hintTable[TINGLE_GBC_GB] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells near the ocean#", "#près de l'océan, Tingle# vend", "Tingle en el océano vende"} + ); hintTable[TINGLE_GBC_ST] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells near the ocean#", "#près de l'océan, Tingle# vend", "Tingle en el océano vende"} + ); //Ikana Canyon hintTable[IKANA_CANYON_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the #fairy of kindness# rewards", "la #fée de la bonté# prodigue", "la hada de la bondad recompensa con"}}); + Text{"the #fairy of kindness# rewards", "la #fée de la bonté# prodigue", "la hada de la bondad recompensa con"} + }, //clear + Text{"the #Ikana Canyon Great Fairy# has", "la #grande fée de la vallée d'Ikana# a", "la Gran Hada en el Cañón de Ikana tiene"} + ); hintTable[IKANA_CANYON_POE_HUT_HP] = HintText::Sometimes({ //obscure - Text{"a #game of ghosts# rewards", "une #arène spectrale# remet", "un juego de fantasmas recompensa con"}}); + Text{"a #game of ghosts# rewards", "une #arène spectrale# remet", "un juego de fantasmas recompensa con"} + }, //clear + Text{"#defeating the Poe Sisters# awards", "le #prix de la hutte des fantômes# est", "derrotar a las hermanas Poe otorga"} + ); hintTable[IKANA_CANYON_LEDGE] = HintText::Sometimes({ //obscure - Text{"a #canyon ledge# contains", "un #rebord de vallée# recèle", "una repisa en el cañón contiene"}}); + Text{"a #canyon ledge# contains", "un #rebord de vallée# recèle", "una repisa en el cañón contiene"} + }, //clear + Text{"the #Ikana Canyon Deku Flower# leads to", "la #fleur mojo de la vallée d'Ikana# mène à", "la Flor Deku en el Cañón de Ikana resguarda"} + ); hintTable[IKANA_CANYON_PAMELAS_FATHER] = HintText::Sometimes({ //obscure - Text{"a #lost father# rewards", "un #chercheur est maudit par#", "un padre absorto recompensa con"}}); + Text{"a #lost father# rewards", "un #chercheur est maudit par#", "un padre absorto recompensa con"} + }, //clear + Text{"#Pamela's father# has", "le #chercheur de fées, alias père de Pamela#, a", "el padre de Pamela tiene"} + ); hintTable[IKANA_CANYON_SECRET_SHRINE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #waterfall cave# contains", "une #trou de cascade# contient", "una cueva en la cascada contiene"}}); + Text{"a #waterfall cave# contains", "une #trou de cascade# contient", "una cueva en la cascada contiene"} + }, //clear + Text{"the #Ikana Canyon grotto behind the waterfall# contains", "le #trou derrière la cascade de la vallée d'Ikana# contient ", "la gruta detrás de la cascada en el Cañón de Ikana contiene"} + ); hintTable[IKANA_CANYON_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"an #eastern merchant# trades", "un #marchand oriental# échange", "un mercader del este intercambia por"}}); + Text{"an #eastern merchant# trades", "un #marchand oriental# échange", "un mercader del este intercambia por"} + }, //clear + Text{"Business Scrubs #trade for the Ocean Title Deed#", "une peste marchande #échange un titre d'océan# contre", "el Mercader Deku intercambia la propiedad del Océano por"} + ); hintTable[IKANA_CANYON_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"an #eastern merchant# sells", "un #marchand oriental# vend", "un mercader del este vende"}}); + Text{"an #eastern merchant# sells", "un #marchand oriental# vend", "un mercader del este vende"} + }, //clear + Text{"the #Ikana Canyon Business Scrub# sells", "la #peste marchande de la vallée d'Ikana# vend", "el Mercader Deku en el Cañón de Ikana vende"} + ); hintTable[TINGLE_IKANA_CANYON_ST] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells at the canyon#", "à #Ikana, Tingle# vend", "Tingle en el cañón vende"} + ); hintTable[TINGLE_IKANA_CANYON_CT] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells at the canyon#", "à #Ikana, Tingle# vend", "Tingle en el cañón vende"} + ); //Ikana Graveyard hintTable[IKANA_GRAVEYARD_DAMPE_DIGGING] = HintText::Sometimes({ //obscure - Text{"a #fearful basement# contains", "#déterrer trois flammes# révèle", "un sótano aterrorizante contiene"}}); + Text{"a #fearful basement# contains", "#déterrer trois flammes# révèle", "un sótano aterrorizante contiene"} + }, //clear + Text{"the #Ikana Graveyard's third grave# contains", "la #troisième tombe du cimetière d'Ikana# contient", "la tercera tumba del cementerio de Ikana contiene"} + ); hintTable[IKANA_GRAVEYARD_IRON_KNUCKLE_CHEST] = HintText::Sometimes({ //obscure - Text{"a #hollow ground# contains", "une #tombe illusoire# contient", "un suelo hueco contiene"}}); + Text{"a #hollow ground# contains", "une #tombe illusoire# contient", "un suelo hueco contiene"} + }, //clear + Text{"the #Ikana Graveyard's second grave# contains", "la #deuxième tombe du cimetière d'Ikana# contient", "la segunda tumba del cementerio de Ikana contiene"} + ); hintTable[IKANA_GRAVEYARD_CAPTAIN_KEETA_CHEST] = HintText::Sometimes({ //obscure - Text{"a #skeletal leader# rewards", "un #squelette roupilleur# protège", "un líder esquelético recompensa con"}}); + Text{"a #skeletal leader# rewards", "un #squelette roupilleur# protège", "un líder esquelético recompensa con"} + }, //clear + Text{"#Captain Keeta's prize# is", "le prix de #Crâne de Pierre# est", "el regalo del capitán Keeta es"} + ); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_TABLET] = HintText::Sometimes({ //obscure - Text{"a #hollow ground# teaches", "#la requête du compositeur# octroie", "un suelo hueco enseña"}}); + Text{"a #hollow ground# teaches", "#la requête du compositeur# octroie", "un suelo hueco enseña"} + }, //clear + Text{"the #Ikana Graveyard's first grave's Iron Knuckle# protects", "le #hache-viande de la première tombe du cimetière d'Ikana# protège", "el Nudillo de Hierro en la primera tumba del cementerio protege"} + ); hintTable[IKANA_GRAVEYARD_DAY_ONE_GRAVE_BATS] = HintText::Sometimes({ //obscure - Text{"a #cloud of bats# contains", "une #nuée de chauve-souris# protège", "un grupo de murciélagos contiene"}}); + Text{"a #cloud of bats# contains", "une #nuée de chauve-souris# protège", "un grupo de murciélagos contiene"} + }, //clear + Text{"the #Ikana Graveyard's first grave's chest# contains", "le #coffre de la première tombe du cimetière d'Ikana# protège", "el cofre en la primera tumba del cementerio de Ikana contiene"} + ); hintTable[IKANA_GRAVEYARD_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #circled cave# contains", "une #grotte encerclée# contient", "una cueva rodeada contiene"}}); + Text{"a #circled cave# contains", "une #grotte encerclée# contient", "una cueva rodeada contiene"} + }, //clear + Text{"the #Ikana Graveyard grotto# contains", "le #trou secret du cimetière d'Ikana# contient", "la gruta en el cementerio de Ikana contiene"} + ); //Laundry Pool hintTable[LAUNDRY_POOL_KAFEI] = HintText::Sometimes({ //obscure - Text{"a #posted letter# rewards", "#rencontrer un disparu# octroie", "una carta enviada recompensa con"}}); + Text{"a #posted letter# rewards", "#rencontrer un disparu# octroie", "una carta enviada recompensa con"} + }, //clear + Text{"#Kafei, at the Laundry Pool#, entrusts", "au #lavoir, Kafei# confie", "Kafei te encomienda en el lavadero con"} + ); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_ONE] = HintText::Sometimes({ //obscure - Text{"a #shady dealer# rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); + Text{"a #shady dealer# rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"} + }, //clear + Text{"the #man from the Curiosity Shop# entrusts", "le #gérant du bazar# confie", "el encargado de la Tienda de curiosidades te confía con"} + ); hintTable[LAUNDRY_POOL_CURIOSITY_SHOP_MAN_TWO] = HintText::Sometimes({ //obscure - Text{"a #shady dealer# rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"}}); + Text{"a #shady dealer# rewards", "un #commerçant suspect# confie", "un comerciante sospechoso recompensa con"} + }, //clear + Text{"the #man from the Curiosity Shop# entrusts", "le #gérant du bazar# confie", "el encargado de la Tienda de curiosidades te confía con"} + ); hintTable[LAUNDRY_POOL_GURU_GURU] = HintText::Sometimes({ //obscure - Text{"a #musician# gives", "un #musicien ambulant# délègue", "un músico da"}}); + Text{"a #musician# gives", "un #musicien ambulant# délègue", "un músico da"} + }, //clear + Text{"#Guru-Guru# has", "#Guru-Guru, le musicien voyageur#, a", "Guru-Guru tiene"} + ); hintTable[LAUNDRY_POOL_SF] = HintText::Sometimes({ //obscure - Text{"a #lost fairy# is", "une #fée orange# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée orange# est", "una hada perdida es"} + }, //clear + Text{"the #Laundry Pool Stray Fairy# is", "la #fée égarée de Cadranbourg# est", "la Hada Extraviada del Lavadero es", "", "la #fée égarée de Bourg-Clocher# est", ""} + ); //Milk Road hintTable[MILK_ROAD_GORMAN_RACE] = HintText::Sometimes({ //obscure - Text{"a #sporting event# rewards", "un #pari hippique# octroie", "un evento deportivo recompensa con"}}); + Text{"a #sporting event# rewards", "un #pari hippique# octroie", "un evento deportivo recompensa con"} + }, //clear + Text{"#racing the Gorman Brothers# awards", "#battre les frères Gorman à la course# donne", "derrotar a los hermanos Gorman en la carrera otorga"} + ); hintTable[MILK_ROAD_GORMAN_MILK_BUY] = HintText::Sometimes({ //obscure - Text{"a #dodgy seller# sells", "un #duo suspect# vend", "un vendedor tramposo vende"}}); + Text{"a #dodgy seller# sells", "un #duo suspect# vend", "un vendedor tramposo vende"} + }, //clear + Text{"the #Gorman Brothers# sell", "les #frères Gorman# vendent", "los hermanos Gorman venden"} + ); hintTable[MILK_ROAD_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); + Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"} + }, //clear + Text{"#Keaton# has", "les #keatons# ont", "Keaton tiene", "", "le #renard qui se cache dans les herbes# a", ""} + ); hintTable[TINGLE_MILK_ROAD_RR] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells near the ranch#", "sur la #route du lait, Tingle# vend", "Tingle cerca del rancho vende"} + ); hintTable[TINGLE_MILK_ROAD_GB] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells near the ranch#", "sur la #route du lait, Tingle# vend", "Tingle cerca del rancho vende"} + ); //Mountain Village hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_ONE] = HintText::Sometimes({ //obscure - Text{"a #mountain smith# crafts", "un #achat acéré# octroie", "un herrero en la montaña forja"}}); + Text{"a #mountain smith# crafts", "un #achat acéré# octroie", "un herrero en la montaña forja"} + }, //clear + Text{"the Mountain #Smithy sells for 100 rupees#", "pour #100 rubis, les forgerons# forgeront", "el herrero por 100 rupias forja"} + ); hintTable[MOUNTAIN_VILLAGE_SMITH_DAY_TWO] = HintText::Sometimes({ //obscure - Text{"a #mountain smith# crafts", "#échanger de l'or# octroie", "un herrero en la montaña forja"}}); + Text{"a #mountain smith# crafts", "#échanger de l'or# octroie", "un herrero en la montaña forja"} + }, //clear + Text{"the Mountain #Smithy trades for Gold Dust#", "pour de la #poudre d'or, les forgerons# forgeront", "el herrero con el polvo de oro forja"} + ); hintTable[MOUNTAIN_VILLAGE_FROG_CHOIR] = HintText::Sometimes({ //obscure - Text{"a #frog choir# rewards", "une #chorale coassante# offre", "un coro de ranas recompensa con"}}); + Text{"a #frog choir# rewards", "une #chorale coassante# offre", "un coro de ranas recompensa con"} + }, //clear + Text{"the #Frog Choir# has", "la #chorale des grenouilles# a", "el Coro de Ranas tiene"} + ); hintTable[MOUNTAIN_VILLAGE_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); + Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"} + }, //clear + Text{"#Keaton# has", "les #keatons# ont", "Keaton tiene", "", "le #renard qui se cache dans les herbes# a", ""} + ); hintTable[MOUNTAIN_VILLAGE_DARMANI] = HintText::Sometimes({ //obscure - Text{"a #mountain spirit# rewards", "un #esprit montagnard# offre", "un espíritu en la montaña recompensa con"}}); + Text{"a #mountain spirit# rewards", "un #esprit montagnard# offre", "un espíritu en la montaña recompensa con"} + }, //clear + Text{"#Darmani# has", "#Darmani# a", "Darmani entrega"} + ); hintTable[MOUNTAIN_VILLAGE_HUNGRY_GORON] = HintText::Sometimes({ //obscure - Text{"a #hungry goron# rewards", "un #goron affamé# a", "un goron hambriento recompensa con"}}); + Text{"a #hungry goron# rewards", "un #goron affamé# a", "un goron hambriento recompensa con"} + }, //clear + Text{"the #hungry Goron# has", "le #goron affamé# a", "el Goron hambriento tiene"} + ); hintTable[MOUNTAIN_WATERFALL_CHEST] = HintText::Sometimes({ //obscure - Text{"a #springtime waterfall# contains", "une #chute d'eau printanière# contient", "una cascada en primavera contiene"}}); + Text{"a #springtime waterfall# contains", "une #chute d'eau printanière# contient", "una cascada en primavera contiene"} + }, //clear + Text{"the #springtime Mountain Village chest# contains", "le #coffre derrière la cascade dégelée au village dans la montagne# contient", "el cofre en el Pueblo de la Montaña en primavera contiene"} + ); hintTable[MOUNTAIN_VILLAGE_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #springtime cave# contains", "une #grotte printanière# contient", "una cueva en primavera contiene"}}); + Text{"a #springtime cave# contains", "une #grotte printanière# contient", "una cueva en primavera contiene"} + }, //clear + Text{"the #springtime Mountain Village grotto# contains", "le #trou dévoilé au printemps au village dans la montagne# contient", "la gruta en el Pueblo de la Montaña en primavera contiene"} + ); //N Clock Town hintTable[N_CLOCK_TOWN_GREAT_FAIRY_DEKU] = HintText::Sometimes({ //obscure - Text{"the #fairy of magic# rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); + Text{"the #fairy of magic# rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"} + }, //clear + Text{"the #Clock Town Great Fairy grants to a Deku#", "#montrer le masque mojo à la grande fée de Cadranbourg# octroie", "la hada de la magia recompensa con", "", "#montrer le masque mojo à la grande fée de Bourg-Clocher# octroie", ""} + ); //hintTable[N_CLOCK_TOWN_BOMBERS_HIDE_SEEK] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un juego de escondidas recompensa con"}}); + // Text{"**ENGLISH**", "une récompense #indisponible en 3D# est", "un juego de escondidas recompensa con"} + // }, //clear + // Text{"the #Bombers' hide-and-seek's reward# is", "#réussir l'épreuve des Bombers# fait gagner", "la recompensa del juego de escondidas de los Bombers es"} + //); hintTable[N_CLOCK_TOWN_KEATON_QUIZ] = HintText::Sometimes({ //obscure - Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"}}); + Text{"a #mysterious fox# rewards", "un #mystérieux goupil# offre", "un zorro misterioso recompensa con"} + }, //clear + Text{"#Keaton# has", "les #keatons# ont", "Keaton tiene", "", "le #renard qui se cache dans les herbes# a", ""} + ); hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_3DAYS] = HintText::Sometimes({ //obscure - Text{"a #game for scrubs# rewards", "un #pro en vol plané# reçoit", "un campo de juegos para matorrales recompensa con"}}); + Text{"a #game for scrubs# rewards", "un #pro en vol plané# reçoit", "un campo de juegos para matorrales recompensa con"} + }, //clear + Text{"the #Deku Playground's reward# is", "#gagner trois jours de suite à l'aire de jeu des pestes mojo# donne", "la recompensa final del campo de juegos Deku es"} + ); hintTable[N_CLOCK_TOWN_TREE] = HintText::Sometimes({ //obscure - Text{"a #town playground# contains", "une #aire de jeu citadine# recèle", "un campo de juegos contiene"}}); + Text{"a #town playground# contains", "une #aire de jeu citadine# recèle", "un campo de juegos contiene"} + }, //clear + Text{"the #North Clock Town tree# has", "l'#arbre à Cadranbourg-Nord# a", "el árbol en el Norte de la Ciudad Reloj tiene", "", "l'#arbre au nord de Bourg-Clocher# a", ""} + ); hintTable[N_CLOCK_TOWN_OLD_LADY] = HintText::Sometimes({ //obscure - Text{"an #old lady's struggle# rewards", "#aider une aînée# octroie", "el forcejeo de una anciana recompensa con"}}); + Text{"an #old lady's struggle# rewards", "#aider une aînée# octroie", "el forcejeo de una anciana recompensa con"} + }, //clear + Text{"the #old lady from the Bomb Shop# has", "la #vieille femme de la boutique de bombes# a", "la anciana de la tienda de bombas tiene"} + ); hintTable[N_CLOCK_TOWN_GREAT_FAIRY_HUMAN] = HintText::Sometimes({ //obscure - Text{"the #fairy of magic# rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"}}); + Text{"the #fairy of magic# rewards", "la #fée des enchantements# prodigue", "la hada de la magia recompensa con"} + }, //clear + Text{"the #Clock Town Great Fairy grants to a Hylian#", "la #grande fée de Cadranbourg# donne à quiconque", "la gran hada en la Ciudad le otorga a un Hyliano", "", "la #grande fée de Bourg-Clocher# donne à quiconque", ""} + ); hintTable[TINGLE_N_CLOCK_TOWN_CT] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells in Clock Town#", "à #Cadranbourg, Tingle# vend", "Tingle en Ciudad Reloj vende", "", "à #Bourg-Clocher, Tingle# vend", ""} + ); hintTable[TINGLE_N_CLOCK_TOWN_WF] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells in Clock Town#", "à #Cadranbourg, Tingle# vend", "Tingle en Ciudad Reloj vende", "", "à #Bourg-Clocher, Tingle# vend", ""} + ); hintTable[N_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a #correspondence box# contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); + Text{"a #correspondence box# contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"} + }, //clear + Text{"the #postbox# contains", "la #boîte aux lettres# contient", "el buzón contiene"} + ); //hintTable[N_CLOCK_TOWN_DEKU_PLAYGROUND_ADAY] = HintText::Sometimes({ // //obscure - // Text{"a #game for scrubs' daily reward# is", "un #jeu pour pestes# offre quotidiennement", "un juego para matorrales contiene"}}); + // Text{"a #game for scrubs' daily reward# is", "un #jeu pour pestes# offre quotidiennement", "un juego para matorrales contiene"} + // }, //clear + // Text{"the #Deku Playground's daily reward# is", "la #récompense quotidienne de l'aire de jeu des pestes mojo# est", "la recompensa diaria del campo de juegos Deku es"} + //); //Road to Snowhead hintTable[ROAD_TO_SNOWHEAD_PILLAR] = HintText::Sometimes({ //obscure - Text{"a #cold platform# contains", "une #plateforme froide# recèle", "una plataforma fría contiene"}}); + Text{"a #cold platform# contains", "une #plateforme froide# recèle", "una plataforma fría contiene"} + }, //clear + Text{"the #pillar on the road to Snowhead# has", "le #pilier lointain sur la route du Pic des neiges# recèle", "el pilar en el camino al Pico Nevado tiene", "", "le #pilier lointain sur la route du pic des Neiges# recèle", ""} + ); hintTable[ROAD_TO_SNOWHEAD_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #snowy cave# contains", "une #grotte assaillie de neige# contient", "una cueva nevada contiene"}}); + Text{"a #snowy cave# contains", "une #grotte assaillie de neige# contient", "una cueva nevada contiene"} + }, //clear + Text{"the #grotto near Snowhead# contains", "le #trou près du Pic des neiges# contient", "la gruta cerca del Pico Nevado contiene", "", "le #trou près du pic des Neiges# contient", ""} + ); //Pinnacle Rock hintTable[PINNACLE_ROCK_SEAHORSES] = HintText::Sometimes({ //obscure - Text{"a #fishy reunion# rewards", "une #réunion de poissons# octroie", "una reunión acuática recompensa con"}}); + Text{"a #fishy reunion# rewards", "une #réunion de poissons# octroie", "una reunión acuática recompensa con"} + }, //clear + Text{"the #seahorses# have", "les #hippocampes# ont", "los caballos marinos tienen"} + ); hintTable[PINNACLE_ROCK_UPPER_CHEST] = HintText::Sometimes({ //obscure - Text{"a #marine trench# contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); + Text{"a #marine trench# contains", "une #tranchée marine# contient", "una fosa marina contiene"} + }, //clear + Text{"a #chest in Pinnacle Rock# contains", "un #coffre du Pic de pierre# contient", "el cofre superior en la Roca Pináculo contiene", "", "un #coffre du puits de pierre# contient", ""} + ); hintTable[PINNACLE_ROCK_LOWER_CHEST] = HintText::Sometimes({ //obscure - Text{"a #marine trench# contains", "une #tranchée marine# contient", "una fosa marina contiene"}}); + Text{"a #marine trench# contains", "une #tranchée marine# contient", "una fosa marina contiene"} + }, //clear + Text{"a #chest in Pinnacle Rock# contains", "un #coffre du Pic de pierre# contient", "el cofre inferior en la Roca Pináculo contiene", "", "un #coffre du puits de pierre# contient", ""} + ); hintTable[PINNACLE_ROCK_ZORA_EGG1] = HintText::Sometimes({ //obscure - Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); + Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"} + }, //clear + Text{"#bottling a Zora Egg in Pinnacle Rock# makes", "embouteiller un #œuf de Zora au Pic de pierre# donne", "embotellar un Huevo Zora en Roca Pináculo da", "", "embouteiller un #œuf de Zora au puits de pierre# donne", ""} + ); hintTable[PINNACLE_ROCK_ZORA_EGG2] = HintText::Sometimes({ //obscure - Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); + Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"} + }, //clear + Text{"#bottling a Zora Egg in Pinnacle Rock# makes", "embouteiller un #œuf de Zora au Pic de pierre# donne", "embotellar un Huevo Zora en Roca Pináculo da", "", "embouteiller un #œuf de Zora au puits de pierre# donne", ""} + ); hintTable[PINNACLE_ROCK_ZORA_EGG3] = HintText::Sometimes({ //obscure - Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"}}); + Text{"in a #marine trench# rests", "une #tranchée marine# héberge", "en una fosa marina espera"} + }, //clear + Text{"#bottling a Zora Egg in Pinnacle Rock# makes", "embouteiller un #œuf de Zora au Pic de pierre# donne", "embotellar un Huevo Zora en Roca Pináculo da", "", "embouteiller un #œuf de Zora au puits de pierre# donne", ""} + ); //Road to Ikana hintTable[ROAD_TO_IKANA_PILLAR_CHEST] = HintText::Sometimes({ //obscure - Text{"a #high chest# contains", "un #coffre haut-placé# contient", "un cofre en lo alto contiene"}}); + Text{"a #high chest# contains", "un #coffre haut-placé# contient", "un cofre en lo alto contiene"} + }, //clear + Text{"the #chest on the road to Ikana# contains", "le #coffre perché sur la route d'Ikana# contient", "el cofre sobre el pilar en el camino a Ikana contiene"} + ); hintTable[ROAD_TO_IKANA_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #blocked cave# contains", "une #grotte bouchée# contient", "una cueva obstruida contiene"}}); + Text{"a #blocked cave# contains", "une #grotte bouchée# contient", "una cueva obstruida contiene"} + }, //clear + Text{"the #grotto on the road to Ikana# contains", "le #trou bouché sur la route d'Ikana# contient", "la gruta en el camino a Ikana contiene"} + ); //Road to Southern Swamp hintTable[ROAD_TO_SS_ARCHERY_1] = HintText::Sometimes({ //obscure - Text{"a #swamp game# rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); + Text{"a #swamp game# rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""} + }, //clear + Text{"the #Swamp Shooting Gallery's reward# is", "un #des prix du kiosque de tir des marais# est", "la primer recompensa de la Galería de tiro del Pantano es", "", "un #des prix du stand de tir des marais# est", ""} + ); hintTable[ROAD_TO_SS_ARCHERY_2] = HintText::Sometimes({ //obscure - Text{"a #swamp game# rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""}}); + Text{"a #swamp game# rewards", "#si tu vises bien comme il faut#, tu gagnes", "un juego en el pantano recompensa con", "", "#s'tu vises bien correc'#, tu gagnes", ""} + }, //clear + Text{"the #Swamp Shooting Gallery's reward# is", "un #des prix du kiosque de tir des marais# est", "la segunda recompensa de la Galería de tiro del Pantano es", "", "un #des prix du stand de tir des marais# est", ""} + ); hintTable[ROAD_TO_SS_TREE] = HintText::Sometimes({ //obscure - Text{"a #batty tree# contains", "un #arbre saigneur# recèle", "un árbol repleto de alas negras tiene"}}); + Text{"a #batty tree# contains", "un #arbre saigneur# recèle", "un árbol repleto de alas negras tiene"} + }, //clear + Text{"the #tree on the road to Southern Swamp# contains", "l'#arbre sur la route des marais du Sud# abrite", "el árbol en el camino al Pantano del Sur tiene"} + ); hintTable[ROAD_TO_SWAMP_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #southern cave# contains", "une #grotte australe# contient", "una cueva en el sur contiene"}}); + Text{"a #southern cave# contains", "une #grotte australe# contient", "una cueva en el sur contiene"} + }, //clear + Text{"the #grotto on the road to Southern Swamp# contains", "le #trou sur la route des marais du Sud# contient", "la gruta en el camino al Pantano del Sur contiene"} + ); hintTable[TINGLE_ROAD_TO_SS_WF] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells near the swamp#", "sur la #route des marais du Sud, Tingle# vend", "Tingle cerca del pantano vende"} + ); hintTable[TINGLE_ROAD_TO_SS_SH] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells near the swamp#", "sur la #route des marais du Sud, Tingle# vend", "Tingle cerca del pantano vende"} + ); //Romani Ranch hintTable[ROMANI_RANCH_ALIEN_DEFENSE] = HintText::Sometimes({ //obscure - Text{"a #ranch invasion# rewards", "une #invasion de ranch# octroie", "una invasión al rancho recompensa con"}}); + Text{"a #ranch invasion# rewards", "une #invasion de ranch# octroie", "una invasión al rancho recompensa con"} + }, //clear + Text{"#warding off the aliens# awards", "repousser les #fantômes au ranch# donne", "repeler a los alienígenas otorga"} + ); hintTable[ROMANI_RANCH_DOG_RACE] = HintText::Sometimes({ //obscure - Text{"a #sporting event# rewards", "bien comprendre #les chien-chiens# octroie", "un evento deportivo recompensa con"}}); + Text{"a #sporting event# rewards", "bien comprendre #les chien-chiens# octroie", "un evento deportivo recompensa con"} + }, //clear + Text{"the #Doggy Racetrack's reward# is", "le #prix spécial de la course pour chiens# est", "la recompensa del canódromo es"} + ); hintTable[ROMANI_RANCH_GROG] = HintText::Sometimes({ //obscure - Text{"a #chicken lover# rewards", "un #amateur de cocottes# offre", "un amante de las gallinas recompensa con"}}); + Text{"a #chicken lover# rewards", "un #amateur de cocottes# offre", "un amante de las gallinas recompensa con"} + }, //clear + Text{"#Grog# has", "le #fanatique de cocottes, Grog#, a", "Grog tiene"} + ); hintTable[ROMANI_RANCH_CREMIA_ESCORT] = HintText::Sometimes({ //obscure - Text{"an #older sister# rewards", "une #grande sœur# détient", "una hermana mayor recompensa con"}}); + Text{"an #older sister# rewards", "une #grande sœur# détient", "una hermana mayor recompensa con"} + }, //clear + Text{"#Cremia# has", "la #gérante du ranch, Cremia#, a", "Cremia tiene"} + ); hintTable[ROMANI_RANCH_ROMANIS_GAME] = HintText::Sometimes({ //obscure - Text{"an #equine reunion# teaches", "une #réunion équestre# enseigne", "una reunión equina recompensa con"}}); + Text{"an #equine reunion# teaches", "une #réunion équestre# enseigne", "una reunión equina recompensa con"} + }, //clear + Text{"#Romani's shooting game's reward# is", "le #prix pour l'entraînement de tir de Romani# est", "la recompensa del juego de tiro de Romani es"} + ); hintTable[ROMANI_RANCH_COW_1] = HintText::Sometimes({ //obscure - Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #Romani Ranch cows# have", "une #vache du ranch Romani# a", "las vacas del rancho Romani tienen"} + ); hintTable[ROMANI_RANCH_COW_2] = HintText::Sometimes({ //obscure - Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #Romani Ranch cows# have", "une #vache du ranch Romani# a", "las vacas del rancho Romani tienen"} + ); hintTable[ROMANI_RANCH_COW_3] = HintText::Sometimes({ //obscure - Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "#leur cible# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #Romani Ranch cows# have", "une #vache du ranch Romani# a", "las vacas del rancho Romani tienen"} + ); hintTable[DOGGY_RACETRACK_ROOF_CHEST] = HintText::Sometimes({ //obscure - Text{"a #day at the races# contains", "les #courses sont surplombées# par", "un día en las carreras contiene"}}); + Text{"a #day at the races# contains", "les #courses sont surplombées# par", "un día en las carreras contiene"} + }, //clear + Text{"the #Doggy Racetrack chest# contains", "le #coffre de la course pour chiens# contient", "el cofre en el canódromo contiene"} + ); //S Clock Town hintTable[S_CLOCK_TOWN_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a #town merchant# trades", "un #marchant citadin# échange", "un mercader en la ciudad intercambia por"}}); + Text{"a #town merchant# trades", "un #marchant citadin# échange", "un mercader en la ciudad intercambia por"} + }, //clear + Text{"Business Scrubs #trade for the Moon's Tear#", "une peste marchande #échange une larme de lune# contre", "el Mercader Deku intercambia la Lágrima de la luna por"} + ); hintTable[S_CLOCK_TOWN_POSTBOX] = HintText::Sometimes({ //obscure - Text{"a #correspondence box# contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"}}); + Text{"a #correspondence box# contains", "un #boîte a correspondances# contient", "una caja de correspondencia contiene"} + }, //clear + Text{"the #postbox# contains", "la #boîte aux lettres# contient", "el buzón contiene"} + ); hintTable[S_CLOCK_TOWN_CLOCK_TOWER_ENTRANCE] = HintText::Sometimes({ //obscure - Text{"the #tower doors# contain", "un #balcon ponctuel# recèle", "las puertas de la torre contienen"}}); + Text{"the #tower doors# contain", "un #balcon ponctuel# recèle", "las puertas de la torre contienen"} + }, //clear + Text{"the #Clock Tower's balcony# contains", "la #balcon de la tour du cadran# contient", "el balcón de la Torre del Reloj tiene", "", "la #balcon de la tour du clocher# contient", ""} + ); hintTable[S_CLOCK_TOWN_STRAW_ROOF_CHEST] = HintText::Sometimes({ //obscure - Text{"a #straw roof# contains", "un #toit de paille# recèle", "un techo de paja contiene"}}); + Text{"a #straw roof# contains", "un #toit de paille# recèle", "un techo de paja contiene"} + }, //clear + Text{"a #South Clock Town chest# contains", "le #coffre près du toit de paille à Cadranbourg-Sud# contient", "el cofre en el Sur de la Ciudad Reloj contiene", "", "le #coffre près du toit de paille au sud de Bourg-clocher# contient", ""} + ); hintTable[S_CLOCK_TOWN_FINAL_DAY_CHEST] = HintText::Sometimes({ //obscure - Text{"a #carnival tower# contains", "le #labeur des charpentiers# révèlent", "la torre del carnaval contiene"}}); + Text{"a #carnival tower# contains", "le #labeur des charpentiers# révèlent", "la torre del carnaval contiene"} + }, //clear + Text{"a #South Clock Town chest# contains", "le #coffre sur la tour de charpentiers à Cadranbourg-Sud# contient", "el cofre sobre la torre en el Sur de la Ciudad Reloj contiene", "", "le #coffre sur la tour de charpentiers au sud de Bourg-clocher# contient", ""} + ); hintTable[S_CLOCK_TOWN_BANK_REWARD_1] = HintText::Sometimes({ //obscure - Text{"a #keeper of wealth# rewards", "un #début d'épargne# confère", "un guardián de riquezas recompensa con"}}); + Text{"a #keeper of wealth# rewards", "un #début d'épargne# confère", "un guardián de riquezas recompensa con"} + }, //clear + Text{"with #200 rupees in the bank#, one gets", "en #épargnant 200 rubis#, on reçoit", "depositar 200 rupias en el banco otorga"} + ); hintTable[S_CLOCK_TOWN_BANK_REWARD_2] = HintText::Sometimes({ //obscure - Text{"#interest# rewards", "#accumuler quatre chiffres# confère", "una comisión recompensa con"}}); + Text{"#interest# rewards", "#accumuler quatre chiffres# confère", "una comisión recompensa con"} + }, //clear + Text{"with #1000 rupees in the bank#, one gets", "en #épargnant 1000 rubis#, on reçoit", "depositar 1000 rupias en el banco otorga"} + ); hintTable[S_CLOCK_TOWN_BANK_REWARD_3] = HintText::Sometimes({ //obscure - Text{"#being rich# rewards", "le #plafond de la fortune# confère", "ser rico recompensa con"}}); + Text{"#being rich# rewards", "le #plafond de la fortune# confère", "ser rico recompensa con"} + }, //clear + Text{"with #5000 rupees in the bank#, one gets", "en #épargnant 5000 rubis# on reçoit", "depositar 5000 rupias en el banco otorga"} + ); //Snowhead hintTable[SNOWHEAD_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the #fairy of power# rewards", "la #fée de la force# prodigue", "la hada del poder recompensa con"}}); + Text{"the #fairy of power# rewards", "la #fée de la force# prodigue", "la hada del poder recompensa con"} + }, //clear + Text{"the #Snowhead Great Fairy# has", "la #grande fée du Pic des neiges# a", "la hada del Pico Nevado tiene", "", "la #grande fée du pic des Neiges# a", ""} + ); //Southern Swamp hintTable[SOUTHERN_SWAMP_MUSIC_STATUE] = HintText::Exclude({ //obscure - Text{"a #guiding owl# teaches", "un #sage hibou# enseigne", ""}}); + Text{"a #guiding owl# teaches", "un #sage hibou# enseigne", ""} + }, //clear + Text{"the #Southern Swamp entrance's carved stone# teaches", "la #stèle à l'entrée du marais du Sud# enseigne", ""} + ); hintTable[SOUTHERN_SWAMP_KOUME] = HintText::Sometimes({ //obscure - Text{"a #witch# rewards", "une #sorcière soignée# octroie", "una bruja recompensa con"}}); + Text{"a #witch# rewards", "une #sorcière soignée# octroie", "una bruja recompensa con"} + }, //clear + Text{"#Koume's reward# is a cruise and", "Koumé #offre à son sauveur# une croisière et", "la recompensa de Koume es un viaje en bote y", "", "Koume #offre à son sauveur# une croisière et", ""} + ); hintTable[SOUTHERN_SWAMP_KOTAKE] = HintText::Sometimes({ //obscure - Text{"a #sleeping witch# rewards", "une #sorcière somnolente# confie", "una bruja durmiente recompensa con"}}); + Text{"a #sleeping witch# rewards", "une #sorcière somnolente# confie", "una bruja durmiente recompensa con"} + }, //clear + Text{"#Kotake# entrusts", "Kotaké confie #à celui qui trouvera Koumé#", "Kotake te confía con", "", "Kotake confie #à celui qui trouvera Koume#", ""} + ); hintTable[SOUTHERN_SWAMP_KOTAKE_IN_WOODS] = HintText::Sometimes({ //obscure - Text{"a #witch# rewards", "une #sorcière inquiète# confie", "una bruja recompensa con"}}); + Text{"a #witch# rewards", "une #sorcière inquiète# confie", "una bruja recompensa con"} + }, //clear + Text{"#Kotake# entrusts", "Kotaké confie #à celui qui trouvera Koumé#", "Kotake te confía con", "", "Kotake confie #à celui qui trouvera Koume#", ""} + ); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a #southern merchant# trades", "un #marchand austral# vend", "un mercader del sur intercambia por"}}); + Text{"a #southern merchant# trades", "un #marchand austral# vend", "un mercader del sur intercambia por"} + }, //clear + Text{"Business Scrubs #trade for the Town Title Deed#", "une peste marchande #échange un titre de terre# contre", "el Mercader Deku intercambia la propiedad de la Ciudad por"} + ); hintTable[SOUTHERN_SWAMP_PICTOGRAPH_WINNER] = HintText::Sometimes({ //obscure - Text{"a #swamp game# rewards", "gagner un #concours marécageux# octroie", "un juego del pantano recompensa con"}}); + Text{"a #swamp game# rewards", "gagner un #concours marécageux# octroie", "un juego del pantano recompensa con"} + }, //clear + Text{"the #Pictograph Contest's first prize# is", "le #premier prix du concours de photos# est", "el primer premio del Concurso de Luminografías es"} + ); hintTable[SOUTHERN_SWAMP_BOAT_ARCHERY] = HintText::Sometimes({ //obscure - Text{"a #swamp game# rewards", "#frôler un balai habilement# octroie", "un juego del pantano recompensa con"}}); + Text{"a #swamp game# rewards", "#frôler un balai habilement# octroie", "un juego del pantano recompensa con"} + }, //clear + Text{"#scoring 20 points at Koume's game# awards", "marquer 20 points à la #croisière aux cible de Koumé# fait gagner", "hacer 20 puntos en el juego de Koume otorga", "", "marquer 20 points à la #croisière aux cible de Koume# fait gagner", ""} + ); hintTable[SWAMP_TOURIST_CENTER_ROOF] = HintText::Sometimes({ //obscure - Text{"a #tourist center# contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); + Text{"a #tourist center# contains", "un #toit touristique# recèle", "un centro turístico contiene"} + }, //clear + Text{"the #Deku Flower near the Swamp Tourist Center# leads to", "la #fleur mojo près de l'office du tourisme des marais# mène à", "la Flor Deku al lado del Centro Turístico del pantano lleva a"} + ); hintTable[SOUTHERN_SWAMP_NEAR_SPIDER_HOUSE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #swampy cave# contains", "une #grotte marécageuse# contient", "una cueva pantanosa contiene"}}); + Text{"a #swampy cave# contains", "une #grotte marécageuse# contient", "una cueva pantanosa contiene"} + }, //clear + Text{"the #Southern Swamp grotto# contains", "le #trou près de la maison des araignées des marais# contient", "la gruta en el Pantano del Sur contiene"} + ); hintTable[SOUTHERN_SWAMP_SPIDER_HOUSE_REWARD] = HintText::Sometimes({ //obscure - Text{"a #swamp spider man# rewards", "un #homme-araignée# est maudit par", "un hombre araña del pantano recompensa con"}}); + Text{"a #swamp spider man# rewards", "un #homme-araignée# est maudit par", "un hombre araña del pantano recompensa con"} + }, //clear + Text{"the #Swamp Spider House's# reward is", "la #récompense de la maison des araignées des marais# est", "la recompensa de la casa de las arañas del pantano es"} + ); hintTable[SOUTHERN_SWAMP_MYSTERY_WOODS_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #mystery cave# contains", "une #grotte ponctuelle# contient", "una cueva misteriosa contiene"}}); + Text{"a #mystery cave# contains", "une #grotte ponctuelle# contient", "una cueva misteriosa contiene"} + }, //clear + Text{"the #Woods of Mystery grotto# contains", "le #trou du 2ème jour du boisé mystérieux# contient", "la gruta en el Bosque Misterioso contiene", "", "le #trou du 2ème jour des bois-mystère# contient", ""} + ); hintTable[SOUTHERN_SWAMP_KOTAKE_MUSHROOM_SALE] = HintText::Sometimes({ //obscure - Text{"a #sleeping witch# rewards", "une #apothicaire# échange", "una bruja durmiente recompensa con"}}); + Text{"a #sleeping witch# rewards", "une #apothicaire# échange", "una bruja durmiente recompensa con"} + }, //clear + Text{"Kotake #trades for a Magic Mushroom#", "Kotaké #échange un champignon magique# contre", "Kotake intercambia un champiñón mágico por", "", "Kotake #échange un champignon magique# contre", ""} + ); //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_STANDARD] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "un #cliché banal# octroie", "una toma pantanosa recompensa con"}}); + // Text{"**ENGLISH**", "un #cliché banal# octroie", "una toma pantanosa recompensa con"} + // }, //clear + // Text{"the #Pictograph Contest's third prize# is", "le #troisième prix du concours de photos# est", "el tercer premio del Concurso de Luminografías es"} + //); //hintTable[SOUTHERN_SWAMP_PICTOGRAPH_GOOD] = HintText::Sometimes({ // //obscure - // Text{"**ENGLISH**", "un #cliché convenable# octroie", "una toma pantanosa recompensa con"}}); + // Text{"**ENGLISH**", "un #cliché convenable# octroie", "una toma pantanosa recompensa con"} + // }, //clear + // Text{"the #Pictograph Contest's second prize# is", "le #deuxième prix du concours de photos# est", "el segundo premio del Concurso de Luminografías es"} + //); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a #southern merchant# sells", "un #marchand austral# vend", "un mercader del sur vende"}}); + Text{"a #southern merchant# sells", "un #marchand austral# vend", "un mercader del sur vende"} + }, //clear + Text{"the #Southern Swamp Business Scrub# sells", "la #peste marchande des marais du Sud# vend", "el Mercader Deku en el Pantano del Sur vende"} + ); hintTable[SOUTHERN_SWAMP_SCRUB_PURCHASE_CLEAR] = HintText::Sometimes({ //obscure - Text{"a #southern merchant# sells", "un #marchand austral# vend", "un mercader del sur vende"}}); + Text{"a #southern merchant# sells", "un #marchand austral# vend", "un mercader del sur vende"} + }, //clear + Text{"the #Southern Swamp Business Scrub# sells", "la #peste marchande des marais du Sud# vend", "el Mercader Deku en el Pantano del Sur vende"} + ); hintTable[SOUTHERN_SWAMP_SCRUB_TRADE_CLEAR] = HintText::Sometimes({ //obscure - Text{"a #southern merchant# trades", "un #marchand austral# échange", "un mercader del sur intercambia por"}}); + Text{"a #southern merchant# trades", "un #marchand austral# échange", "un mercader del sur intercambia por"} + }, //clear + Text{"Business Scrubs #trade for the Town Title Deed#", "une peste marchande #échange un titre de terre# contre", "el Mercadee Deku intercambia la propiedad de la Ciudad por"} + ); hintTable[SWAMP_TOURIST_CENTER_ROOF_CLEAR] = HintText::Sometimes({ //obscure - Text{"a #tourist center# contains", "un #toit touristique# recèle", "un centro turístico contiene"}}); + Text{"a #tourist center# contains", "un #toit touristique# recèle", "un centro turístico contiene"} + }, //clear + Text{"the #Deku Flower near the Swamp Tourist Center# leads to", "la #fleur mojo près de l'office du tourisme des marais# mène à", "la Flor Deku al lado del Centro Turístico del pantano lleva a"} + ); hintTable[POTION_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); + Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"} + }, //clear + Text{"the #Hags' Potion Shop# sells", "la #boutique de potions# vend", "la Tienda de Pociones Mágicas vende"} + ); hintTable[POTION_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); + Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"} + }, //clear + Text{"the #Hags' Potion Shop# sells", "la #boutique de potions# vend", "la Tienda de Pociones Mágicas vende"} + ); hintTable[POTION_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"}}); + Text{"a #potion maker# sells", "une #apothicaire# vend", "una fabricante de pociones vende"} + }, //clear + Text{"the #Hags' Potion Shop# sells", "la #boutique de potions# vend", "la Tienda de Pociones Mágicas vende"} + ); //Stock Pot Inn hintTable[STOCKPOTINN_RESERVATION] = HintText::Sometimes({ //obscure - Text{"#checking-in# rewards", "#à l'accueil#, M. @-goro recevra", "registrarse recompensa con"}}); + Text{"#checking-in# rewards", "#à l'accueil#, M. @-goro recevra", "registrarse recompensa con"} + }, //clear + Text{"a Goron had a #Stock Pot Inn reservation# for", "un Goron a une #réservation à l'auberge# pour", "un Goron tenía una reservación en la Posada del Puchero para"} + ); hintTable[STOCKPOTINN_MIDNIGHT_MEETING] = HintText::Sometimes({ //obscure - Text{"a #late meeting# rewards", "un #rendez-vous nocturne# octroie", "una reunión tardía recompensa con"}}); + Text{"a #late meeting# rewards", "un #rendez-vous nocturne# octroie", "una reunión tardía recompensa con"} + }, //clear + Text{"#Anju entrusts at midnight#", "à #minuit, Anju# confie", "Anju te confía a medianoche con"} + ); hintTable[STOCKPOTINN_TOILET_HAND] = HintText::Sometimes({ //obscure - Text{"a #strange palm# rewards", "une #paume étrange# offre", "una palma extraña recompensa con"}}); + Text{"a #strange palm# rewards", "une #paume étrange# offre", "una palma extraña recompensa con"} + }, //clear + Text{"the #hand in Stock Pot Inn# has", "la #mystérieuse main de l'auberge# a", "una palma extraña recompensa con"} + ); hintTable[STOCKPOTINN_GRANDMA_SHORT_STORY] = HintText::Sometimes({ //obscure - Text{"an #old lady# rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); + Text{"an #old lady# rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"} + }, //clear + Text{"#Anju's Grandmother# has", "la #grand-mère d'Anju# a", "La abuela de Anju tiene"} + ); hintTable[STOCKPOTINN_GRANDMA_LONG_STORY] = HintText::Sometimes({ //obscure - Text{"an #old lady# rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"}}); + Text{"an #old lady# rewards", "#s'instruire sur les traditions# octroie", "una anciana recompensa con"} + }, //clear + Text{"#Anju's Grandmother# has", "la #grand-mère d'Anju# a", "La abuela de Anju tiene"} + ); hintTable[STOCKPOTINN_ANJU_AND_KAFEI] = HintText::Sometimes({ //obscure - Text{"a #lovers' reunion# rewards", "une #réunion d'amants# octroie", "una reunión de amantes recompensa con"}}); + Text{"a #lovers' reunion# rewards", "une #réunion d'amants# octroie", "una reunión de amantes recompensa con"} + }, //clear + Text{"#Anju and Kafei exchange their vows# to form", "le #serment d'amour d'Anju et Kafei# donne forme à", "Anju y Kafei hacen sus votos para formar"} + ); hintTable[STOCKPOTINN_STAFF_ROOM_CHEST] = HintText::Sometimes({ //obscure - Text{"an #employee room# contains", "les #employés# ont accès exclusif sur", "un cuarto de empleados contiene"}}); + Text{"an #employee room# contains", "les #employés# ont accès exclusif sur", "un cuarto de empleados contiene"} + }, //clear + Text{"the #Stock Pot Inn Staff Room# contains", "la #pièce des employés de l'auberge# contient", "el cuarto de empleados de la Posada contiene"} + ); hintTable[STOCKPOTINN_GUEST_ROOM_CHEST] = HintText::Sometimes({ //obscure - Text{"a #guest bedroom# contains", "une #chambre réservée# contient", "un cuarto de huéspedes contiene"}}); + Text{"a #guest bedroom# contains", "une #chambre réservée# contient", "un cuarto de huéspedes contiene"} + }, //clear + Text{"the #Stock Pot Inn Knife Chamber# contains", "la #chambre du couteau à l'auberge# contient", "la Suite Cuchillo en la Posada contiene"} + ); //Stone Tower hintTable[STONE_TOWER_INVERTED_RIGHT_CHEST] = HintText::Sometimes({ //obscure - Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); + Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"} + }, //clear + Text{"a #bean patch in the inverted Stone Tower# leads to", "le #coin de terre meuble de la forteresse de pierre inversée# mène à", "la tierra blanda en la Torre de Piedra Invertida guía hacia"} + ); hintTable[STONE_TOWER_INVERTED_CENTER_CHEST] = HintText::Sometimes({ //obscure - Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); + Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"} + }, //clear + Text{"a #bean patch in the inverted Stone Tower# leads to", "le #coin de terre meuble de la forteresse de pierre inversée# mène à", "la tierra blanda en la Torre de Piedra Invertida guía hacia"} + ); hintTable[STONE_TOWER_INVERTED_LEFT_CHEST] = HintText::Sometimes({ //obscure - Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"}}); + Text{"a #sky below# contains", "le #ciel-sous-pied# cache", "un cielo por debajo contiene"} + }, //clear + Text{"a #bean patch in the inverted Stone Tower# leads to", "le #coin de terre meuble de la forteresse de pierre inversée# mène à", "la tierra blanda en la Torre de Piedra Invertida guía hacia"} + ); //Termina Field hintTable[TERMINA_FIELD_MOONS_TEAR] = HintText::Sometimes({ //obscure - Text{"a #falling star# contains", "une #étoile filante# contient", "una estrella fugaz contiene"}}); + Text{"a #falling star# contains", "une #étoile filante# contient", "una estrella fugaz contiene"} + }, //clear + Text{"the #Moon drops#", "la #lune fait tomber#", "la Luna deja caer"} + ); hintTable[TERMINA_FIELD_GOSSIP_STONES] = HintText::Sometimes({ //obscure - Text{"#mysterious stones# reward", "#mes congénères# offrent", "piedras misteriosas recompensan con"}}); + Text{"#mysterious stones# reward", "#mes congénères# offrent", "piedras misteriosas recompensan con"} + }, //clear + Text{"the #Gossip Stones beneath Termina Field# have", "les #pierres à potins sous la plaine Termina# ont", "las Piedras Chisomas bajo el Campo de Términa tienen"} + ); hintTable[TERMINA_FIELD_BUSINESS_SCRUB] = HintText::Sometimes({ //obscure - Text{"a #hidden merchant# sells", "un #marchand furtif# vend", "un mercader oculto vende"}}); + Text{"a #hidden merchant# sells", "un #marchand furtif# vend", "un mercader oculto vende"} + }, //clear + Text{"the #Business Scrub beneath Termina Field# sells", "la #peste marchande sous la plaine Termina# vend", "el Mercader Deku bajo el Campo de Términa tiene"} + ); hintTable[TERMINA_FIELD_PEAHAT_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #hollow ground# contains", "vaincre des #feuilles qui tournent# octroie", "un suelo hueco contiene"}}); + Text{"a #hollow ground# contains", "vaincre des #feuilles qui tournent# octroie", "un suelo hueco contiene"} + }, //clear + Text{"the #Termina Field Peahat grotto# contains", "le #trou du poislico de la plaine Termina# contient", "la gruta con el Peahat en el Campo de Términa contiene", "", "le #trou de la peahat de la plaine Termina# contient", ""} + ); hintTable[TERMINA_FIELD_DODONGO_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #hollow ground# contains", "exterminer des #lézards explosifs# octroie", "un suelo hueco contiene"}}); + Text{"a #hollow ground# contains", "exterminer des #lézards explosifs# octroie", "un suelo hueco contiene"} + }, //clear + Text{"the #Termina Field Dodongo grotto# contains", "le #trou des dodongos de la plaine Termina# contient", "la gruta con Dodongos en el Campo de Términa contiene"} + ); hintTable[TERMINA_FIELD_BIO_BABA_GROTTO_BEEHIVE] = HintText::Sometimes({ //obscure - Text{"a #beehive# contains", "une #ruche# contient", "un panal contiene"}}); + Text{"a #beehive# contains", "une #ruche# contient", "un panal contiene"} + }, //clear + Text{"the #Termina Field Bio Baba grotto# contains", "le #trou aux ruches de la plaine Termina# contient", "la gruta con Bio Babas Deku en el Campo de Términa contiene"} + ); hintTable[TERMINA_FIELD_KAMARO] = HintText::Sometimes({ //obscure - Text{"a #dancer# rewards", "une #âme d'artiste# lègue", "un bailarín recompensa con"}}); + Text{"a #dancer# rewards", "une #âme d'artiste# lègue", "un bailarín recompensa con"} + }, //clear + Text{"#Kamaro# has", "l'#esprit du danseur Kamaro# a", "Kamaro tiene"} + ); hintTable[TERMINA_FIELD_PILLAR_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #hollow pillar# contains", "un #pilier creux# contient", "un pilar hueco"}}); + Text{"a #hollow pillar# contains", "un #pilier creux# contient", "un pilar hueco"} + }, //clear + Text{"the #Termina Field pillar grotto# contains", "le #trou du pilier de la plaine Termina# contient", "la gruta sobre el pilar en el Campo de Términa contiene"} + ); hintTable[TERMINA_FIELD_GRASS_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #grassy cave# contains", "une #grotte sous des herbes# contient", "una cueva herbosa contiene"}}); + Text{"a #grassy cave# contains", "une #grotte sous des herbes# contient", "una cueva herbosa contiene"} + }, //clear + Text{"the #Termina Field grass grotto# contains", "le #trou dans l'herbe de la plaine Termina# contient", "la gruta en la hierba alta en el Campo de Términa contiene"} + ); hintTable[TERMINA_FIELD_UNDERWATER_CHEST] = HintText::Sometimes({ //obscure - Text{"a #sunken chest# contains", "un #coffre inondé des plaines# contient", "un cofre hundido contiene"}}); + Text{"a #sunken chest# contains", "un #coffre inondé des plaines# contient", "un cofre hundido contiene"} + }, //clear + Text{"the #Termina Field chest in water# contains", "le #coffre submergé de la plaine Termina# contient", "el cofre bajo el agua en el Campo de Términa contiene"} + ); hintTable[TERMINA_FIELD_GRASS_CHEST] = HintText::Sometimes({ //obscure - Text{"a #grassy chest# contains", "un #coffre herbeux# contient", "un cofre herboso contiene"}}); + Text{"a #grassy chest# contains", "un #coffre herbeux# contient", "un cofre herboso contiene"} + }, //clear + Text{"the #Termina Field chest in grass# contains", "le #coffre dans l'herbe de la plaine Termina# contient", "el cofre entre la hierba alta en el Campo de Términa contiene"} + ); hintTable[TERMINA_FIELD_STUMP_CHEST] = HintText::Sometimes({ //obscure - Text{"a #tree chest# contains", "un #coffre-sur-souche# contient", "un cofre en el árbol contiene"}}); + Text{"a #tree chest# contains", "un #coffre-sur-souche# contient", "un cofre en el árbol contiene"} + }, //clear + Text{"the #Termina Field stump chest# contains", "le #coffre sur la souche de la plaine Termina# contient", "el cofre sobre el tocón en el Campo de Términa contiene"} + ); hintTable[TERMINA_FIELD_GROTTO_COW1] = HintText::Sometimes({ //obscure - Text{"a #lost creature# gives", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #bovin des plaines# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #cows beneath Termina Field# have", "les #vaches cachées sous la plaine Termina# ont", "las vacas bajo el Campo de Términa tienen"} + ); hintTable[TERMINA_FIELD_GROTTO_COW2] = HintText::Sometimes({ //obscure - Text{"a #lost creature# gives", "un #bovin des plaines# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "un #bovin des plaines# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #cows beneath Termina Field# have", "les #vaches cachées sous la plaine Termina# ont", "las vacas bajo el Campo de Términa tienen"} + ); //Twin Islands hintTable[HOT_SPRING_WATER_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #steamy grotto# contains", "un #sauna naturel# contient", "una gruta tórrida contiene"}}); + Text{"a #steamy grotto# contains", "un #sauna naturel# contient", "una gruta tórrida contiene"} + }, //clear + Text{"the #hot spring water grotto near Goron Racetrack# has", "le #trou à source chaude de la route du village goron# contient", "la gruta de aguas termales cerca de la Aldea Goron tiene"} + ); hintTable[TWIN_ISLANDS_GORON_RACE] = HintText::Sometimes({ //obscure - Text{"a #sporting event# rewards", "une #compétition épineuse# offre", "un evento deportivo recompensa con"}}); + Text{"a #sporting event# rewards", "une #compétition épineuse# offre", "un evento deportivo recompensa con"} + }, //clear + Text{"the #Goron Racetrack's reward# is", "le #prix de la course des Gorons# est", "la recompensa de la carrera Goron es"} + ); hintTable[TWIN_ISLANDS_GORON_RACETRACK_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #hidden cave# contains", "la #grotte du conifère solitaire# contient", "una cueva oculta contiene"}}); + Text{"a #hidden cave# contains", "la #grotte du conifère solitaire# contient", "una cueva oculta contiene"} + }, //clear + Text{"the #grotto near Goron Racetrack# contains", "le #trou près de la course des Gorons# contient", "la gruta cerca del Circuito de Carreras Goron contiene"} + ); hintTable[TWIN_ISLANDS_UNDERWATER_RAMP_CHEST] = HintText::Sometimes({ //obscure - Text{"a #spring treasure# contains", "un #trésor printanier immergé# contient", "un tesoro de primavera contiene"}}); + Text{"a #spring treasure# contains", "un #trésor printanier immergé# contient", "un tesoro de primavera contiene"} + }, //clear + Text{"a #submerged chest near Goron Racetrack# contains", "un #coffre submergé sur la route du village goron# contient", "un cofre hundido cerca del Circuito de Carreras Goron contiene"} + ); hintTable[TWIN_ISLANDS_CAVE_CHEST] = HintText::Sometimes({ //obscure - Text{"a #sunken springtime treasure# contains", "un #trésor printanier immergé# contient", "un tesoro de primavera hundido contiene"}}); + Text{"a #sunken springtime treasure# contains", "un #trésor printanier immergé# contient", "un tesoro de primavera hundido contiene"} + }, //clear + Text{"a #submerged chest near Goron Racetrack# contains", "un #coffre submergé sur la route du village goron# contient", "un cofre hundido cerca del Circuito de Carreras Goron contiene"} + ); hintTable[TWIN_ISLANDS_LULLABY_INTRO] = HintText::Sometimes({ //obscure - Text{"a #goron elder# teaches", "un #ancien aux doigts froids# enseigne", "un anciano goron enseña"}}); + Text{"a #goron elder# teaches", "un #ancien aux doigts froids# enseigne", "un anciano goron enseña"} + }, //clear + Text{"the #Goron Elder# has", "l'#Ancêtre goron# a", "el Goron Anciano tiene"} + ); hintTable[TINGLE_TWIN_ISLANDS_SH] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells in the mountains#", "dans les #montagnes, Tingle# vend", "Tingle en las montañas vende"} + ); hintTable[TINGLE_TWIN_ISLANDS_RR] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells in the mountains#", "dans les #montagnes, Tingle# vend", "Tingle en las montañas vende"} + ); hintTable[TINGLE_TWIN_ISLANDS_SH_SPRING] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells in the mountains#", "dans les #montagnes, Tingle# vend", "Tingle en las montañas vende"} + ); hintTable[TINGLE_TWIN_ISLANDS_RR_SPRING] = HintText::Sometimes({ //obscure - Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"}}); + Text{"a #map maker# sells ", "un #cartographe# vend", "un cartógrafo vende"} + }, //clear + Text{"#Tingle sells in the mountains#", "dans les #montagnes, Tingle# vend", "Tingle en las montañas vende"} + ); //W Clock Town hintTable[W_CLOCK_TOWN_BOMB_BAG_BUY] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "l'#artificier citadin# est contraint à vendre", "un mercader de la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# est contraint à vendre", "un mercader de la ciudad vende"} + }, //clear + Text{"the #Bomb Shop# sells", "sans leur livraison, #la boutique de bombes# vend", "la Tienda de Bombas vende"} + ); hintTable[W_CLOCK_TOWN_BIG_BOMB_BAG_BUY] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "l'#artificier citadin# compte vendre", "un mercader de la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# compte vendre", "un mercader de la ciudad vende"} + }, //clear + Text{"Sakon tries to #steal from the old lady#", "la #marchandise que Sakon tente de voler# à la vielle femme est", "lo que Sakon quiere robar de la anciana es"} + ); hintTable[W_CLOCK_TOWN_POSTMANS_GAME] = HintText::Sometimes({ //obscure - Text{"a #delivery person# rewards", "un #livreur concentré# offre", "un repartidor recompensa con"}}); + Text{"a #delivery person# rewards", "un #livreur concentré# offre", "un repartidor recompensa con"} + }, //clear + Text{"#counting to 10 seconds# with the postman gives", "#compter pile 10 secondes# avec le facteur donne", "contar 10 segundos con el cartero da"} + ); hintTable[W_CLOCK_TOWN_ROSA_SISTERS] = HintText::Sometimes({ //obscure - Text{"#traveling sisters# reward", "#prendre des disciples# octroie", "las hermanas viajeras recompensan con"}}); + Text{"#traveling sisters# reward", "#prendre des disciples# octroie", "las hermanas viajeras recompensan con"} + }, //clear + Text{"the #Rosa Sisters# have", "les #sœurs Rosa# ont", "las hermanas Rosa tienen"} + ); hintTable[W_CLOCK_TOWN_SWORDSMANS_SCHOOL] = HintText::Sometimes({ //obscure - Text{"a #town game# rewards", "les #fines lames# reçoivent", "un juego en la ciudad recompensa con"}}); + Text{"a #town game# rewards", "les #fines lames# reçoivent", "un juego en la ciudad recompensa con"} + }, //clear + Text{"the #Swordsman's School's reward# is", "le #maître d'armes de Cadranbourg# a", "la recompensa de la Escuela de Esgrima es", "", "le #maître d'armes de Bourg-Clocher# a", ""} + ); hintTable[W_CLOCK_TOWN_ALL_NIGHT_MASK_BUY] = HintText::Sometimes({ //obscure - Text{"a #shady town merchant# sells", "un #commerce suspect# vend", "un mercader sospechoso en la ciudad vende"}}); + Text{"a #shady town merchant# sells", "un #commerce suspect# vend", "un mercader sospechoso en la ciudad vende"} + }, //clear + Text{"the #Curiosity Shop's most expensive item# is", "l'#article le plus onéreux du bazar# est", "el artículo más caro de la Tienda de Curiosidades es"} + ); hintTable[W_CLOCK_TOWN_BOMB_SHOP_GORON] = HintText::Sometimes({ //obscure - Text{"a #town goron merchant# sells", "les #gorons accrédités# peuvent acheter", "un mercader goron en la ciudad vende"}}); + Text{"a #town goron merchant# sells", "les #gorons accrédités# peuvent acheter", "un mercader goron en la ciudad vende"} + }, //clear + Text{"the #Goron in the Bomb Shop# sells", "le #goron de la boutique de bombes# vend", "el Goron en la Tienda de Bombas vende"} + ); hintTable[W_CLOCK_TOWN_CURIOSITY_BOMB_BAG] = HintText::Sometimes({ //obscure - Text{"a #shady town merchant# sells", "un #commerce suspect# peut recevoir", "un mercader sospechoso en la ciudad vende"}}); + Text{"a #shady town merchant# sells", "un #commerce suspect# peut recevoir", "un mercader sospechoso en la ciudad vende"} + }, //clear + Text{"the Curiosity Shop's #stolen Bomb Shop goods# are", "la #marchandise volée atterrie au bazar# est", ""} + ); //hintTable[W_CLOCK_TOWN_LOTTERY] = HintText::Sometimes({ // //obscure - // Text{"a #town lucky numbers# game", "un #numéro gagnant# octroie", "un juego de números de suerte en la ciudad recompensa con"}}); + // Text{"a #town lucky numbers# game", "un #numéro gagnant# octroie", "un juego de números de suerte en la ciudad recompensa con"} + // }, //clear + // Text{"the #lottery's prize# is", "le #prix de la loterie# est", "el premio de la lotería es"} + //); hintTable[TRADING_POST_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[TRADING_POST_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[TRADING_POST_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[TRADING_POST_ITEM_4] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[TRADING_POST_ITEM_5] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[TRADING_POST_ITEM_6] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[TRADING_POST_ITEM_7] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[TRADING_POST_ITEM_8] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "un #pêcheur retraité# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Trading Post# sells", "#Troc en Trop# vend", "el Lugar de Intercambio vende"} + ); hintTable[BOMB_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Bomb Shop# sells", "la #boutique de bombes# vend", "la Tienda de Bombas vende"} + ); hintTable[BOMB_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); + Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"} + }, //clear + Text{"the #Bomb Shop# sells", "la #boutique de bombes# vend", "la Tienda de Bombas vende"} + ); //hintTable[BOMB_SHOP_ITEM_3] = HintText::Sometimes({ // //obscure - // Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"}}); + // Text{"a #town merchant# sells", "l'#artificier citadin# vend", "un mercader en la ciudad vende"} + // }, //clear + // Text{"the #Bomb Shop# sells", "la #boutique de bombes# vend", "la Tienda de Bombas vende"} + //); //Woodfall hintTable[WOODFALL_BRIDGE_CHEST] = HintText::Sometimes({ //obscure - Text{"a #swamp chest# contains", "un #coffre gardé par une peste# contient", "un cofre en el pantano contiene"}}); + Text{"a #swamp chest# contains", "un #coffre gardé par une peste# contient", "un cofre en el pantano contiene"} + }, //clear + Text{"the #chest at the end of the Woodfall pier# contains", "le #coffre au bout la jetée de Boisé-les-Cascades# contient", "el cofre al final del Bosque Catarata contiene", "", "le #coffre au bout la jetée de Bois-Cascade# contient", ""} + ); hintTable[WOODFALL_BEHIND_OWL_CHEST] = HintText::Sometimes({ //obscure - Text{"a #swamp chest# contains", "un #coffre qui surveille un hibou# contient", "un cofre en el pantano contiene"}}); + Text{"a #swamp chest# contains", "un #coffre qui surveille un hibou# contient", "un cofre en el pantano contiene"} + }, //clear + Text{"the #chest behind the Woodfall Owl Statue# contains", "le #coffre derrière la statue de hibou à Boisé-les-Cascades# contient", "el cofre detrás de la estatua del búho en el Bosque Catarata contiene", "", "le #coffre derrière la statue de hibou à Bois-Cascade# contient", ""} + ); hintTable[ENTRANCE_TO_WOODFALL_CHEST] = HintText::Sometimes({ //obscure - Text{"a #swamp chest# contains", "un #coffre au ras du poison# contient", "un cofre en el pantano contiene"}}); + Text{"a #swamp chest# contains", "un #coffre au ras du poison# contient", "un cofre en el pantano contiene"} + }, //clear + Text{"the #chest near the entrance to Woodfall# contains", "le #coffre près de l'entrée de Boisé-les-Cascades# contient", "el cofre cerca de la entrada del Bosque Catarata contiene", "", "le #coffre près de l'entrée de Bois-Cascade# contient", ""} + ); hintTable[WOODFALL_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the #fairy of wisdom# rewards", "la #fée de la sagesse# prodigue", "la hada de la sabiduría recompensa con"}}); + Text{"the #fairy of wisdom# rewards", "la #fée de la sagesse# prodigue", "la hada de la sabiduría recompensa con"} + }, //clear + Text{"the #Woodfall Great Fairy# has", "la #grande fée de Boisé-les-Cascades# a", "la gran hada del Bosque Catarata tiene", "", "la #grande fée de Bois-Cascade# a", ""} + ); //Zora Cape hintTable[ZORA_CAPE_GREAT_FAIRY] = HintText::Sometimes({ //obscure - Text{"the #fairy of courage# rewards", "la #fée du courage# prodigue", "la hada del valor recompensa con"}}); + Text{"the #fairy of courage# rewards", "la #fée du courage# prodigue", "la hada del valor recompensa con"} + }, //clear + Text{"the #Zora Cape Great Fairy# has", "la #grande fée du cap des Zoras# a", "la gran hada de la Gran Bahía tiene"} + ); hintTable[ZORA_CAPE_BEAVER_RACE_1] = HintText::Sometimes({ //obscure - Text{"a #river dweller# rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); + Text{"a #river dweller# rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"} + }, //clear + Text{"the #beavers# have", "les #castors# ont", "la primer recompensa de los castores es"} + ); hintTable[ZORA_CAPE_BEAVER_RACE_2] = HintText::Sometimes({ //obscure - Text{"a #river dweller# rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"}}); + Text{"a #river dweller# rewards", "de #gros rongeurs mouillés# détiennent", "un morador del río recompensa con"} + }, //clear + Text{"the #beavers# have", "les #castors# ont", "la segunda recompensa de los castores es"} + ); hintTable[ZORA_CAPE_LIKE_LIKE] = HintText::Sometimes({ //obscure - Text{"a #shield eater# contains", "un #mange-écu# contient", "un devorador de escudos resguarda"}}); + Text{"a #shield eater# contains", "un #mange-écu# contient", "un devorador de escudos resguarda"} + }, //clear + Text{"a #Zora Cape Like Like# has", "un #like like du cap des Zoras# a", "el Like Like en el Cabo Zora resguarda"} + ); hintTable[ZORA_CAPE_LEDGE_NO_TREE] = HintText::Sometimes({ //obscure - Text{"a #high place# contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); + Text{"a #high place# contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"} + }, //clear + Text{"a #high chest in Zora Cape# has", "un #coffre perché du cap des Zoras# contient", "un cofre en lo alto del Cabo Zora contiene"} + ); hintTable[ZORA_CAPE_LEDGE_WITH_TREE] = HintText::Sometimes({ //obscure - Text{"a #high place# contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"}}); + Text{"a #high place# contains", "#escalader une rivière# dévoile", "un lugar en lo alto contiene"} + }, //clear + Text{"a #high chest in Zora Cape# has", "un #coffre perché du cap des Zoras# contient", "un cofre en lo alto del Cabo Zora contiene"} + ); hintTable[ZORA_CAPE_GROTTO_CHEST] = HintText::Sometimes({ //obscure - Text{"a #beach cave# contains", "une #grotte de pêcheur# contient", "una cueva en la playa contiene"}}); + Text{"a #beach cave# contains", "une #grotte de pêcheur# contient", "una cueva en la playa contiene"} + }, //clear + Text{"the #Zora Cape grotto# contains", "le #trou bouché du cap des Zoras# contient", "la gruta en el Cabo Zora contiene"} + ); hintTable[ZORA_CAPE_UNDERWATER_CHEST] = HintText::Sometimes({ //obscure - Text{"a #sunken chest# contains ", "un #coffre côtier submergé# contient", "un cofre hundido contiene"}}); + Text{"a #sunken chest# contains ", "un #coffre côtier submergé# contient", "un cofre hundido contiene"} + }, //clear + Text{"the #submerged chest in Zora Cape# contains", "le #coffre submergé du cap des Zoras# contient", "el cofre hundido en el Cabo Zora contiene"} + ); //Zora Hall hintTable[ZORA_HALL_SCRUB_TRADE] = HintText::Sometimes({ //obscure - Text{"a #western merchant# trades", "un #marchant occidental# échange", "un mercader del oeste intercambia por"}}); + Text{"a #western merchant# trades", "un #marchant occidental# échange", "un mercader del oeste intercambia por"} + }, //clear + Text{"Business Scrubs #trade for the Mountain Title Deed#", "une peste marchande #échange un titre de montagne# contre", "el Mercader Deku intercambia la propiedad de la montaña por"} + ); hintTable[ZORA_HALL_EVAN] = HintText::Sometimes({ //obscure - Text{"a #musician# rewards", "#se faire voler une chanson# octroie", "un músico recompensa con"}}); + Text{"a #musician# rewards", "#se faire voler une chanson# octroie", "un músico recompensa con"} + }, //clear + Text{"#Evan, the Zora pianist#, has", "le #pianiste Zora, Evan#, a", "Evan, el pianista Zora, tiene"} + ); hintTable[ZORA_HALL_LULU_ROOM_LEDGE] = HintText::Sometimes({ //obscure - Text{"the #singer's room# contains", "la #chambre d'une chanteuse# contient", "el cuarto de la cantante contiene"}}); + Text{"the #singer's room# contains", "la #chambre d'une chanteuse# contient", "el cuarto de la cantante contiene"} + }, //clear + Text{"the #Zora Hall Deku Flower# leads to", "la #fleur mojo de la chambre de Lulu# mène à", "la Flor Deku en el Salón Zora lleva hacia"} + ); hintTable[ZORA_HALL_SCRUB_PURCHASE] = HintText::Sometimes({ //obscure - Text{"a #western merchant# sells", "un #marchant occidental# vend", "un mercader del oeste vende"}}); + Text{"a #western merchant# sells", "un #marchant occidental# vend", "un mercader del oeste vende"} + }, //clear + Text{"the #Zora Hall Business Scrub# sells", "la #peste mojo du théâtre des Zoras# vend", "el Mercader Deku en el Salón Zora vende"} + ); //hintTable[ZORA_HALL_STAGE_LIGHTS] = HintText::Sometimes({ // //obscure - // Text{"a #tech crew# gives", "aider l'#équipe technique# octroie", "un fan"}}); + // Text{"a #tech crew# gives", "aider l'#équipe technique# octroie", "un fan"} + // }, //clear + // Text{"#lighting the Zora Hall torches# lead to", "#allumer les torches du théâtre des Zoras# octroie", "encender las antorchas en el Salón Zora guía da"} + //); //hintTable[ZORA_HALL_BAD_PHOTO_LULU] = HintText::Sometimes({ // //obscure - // Text{"a #fan# gives", "un #fan insatisfait# offre", "un fan"}}); + // Text{"a #fan# gives", "un #fan insatisfait# offre", "un fan"} + // }, //clear + // Text{"the #Lulu fan's reward for a mediocre picture# is", "le #mégafan de Lulu échange une photo médiocre# contre", "la recompensa del fan de Lulú por una mala luminografía es"} + //); //hintTable[ZORA_HALL_GOOD_PHOTO_LULU] = HintText::Sometimes({ // //obscure - // Text{"a #fan# gives", "un #fan satisfait# offre", "un fan"}}); + // Text{"a #fan# gives", "un #fan satisfait# offre", "un fan"} + // }, //clear + // Text{"the #Lulu fan's reward for a good picture# is", "le #mégafan de Lulu échange une bonne photo# contre", "la recompensa del fan de Lulú por una buena luminografía es"} + //); hintTable[ZORA_SHOP_ITEM_1] = HintText::Sometimes({ //obscure - Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"}}); + Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"} + }, //clear + Text{"the #Zora Shop# sells", "la #boutique Zora# vend", "la Tienda Zora vende"} + ); hintTable[ZORA_SHOP_ITEM_2] = HintText::Sometimes({ //obscure - Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"}}); + Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"} + }, //clear + Text{"the #Zora Shop# sells", "la #boutique Zora# vend", "la Tienda Zora vende"} + ); hintTable[ZORA_SHOP_ITEM_3] = HintText::Sometimes({ //obscure - Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"}}); + Text{"a #zora merchant# sells", "une #boutique iodée# vend", "un mercader zora vende"} + }, //clear + Text{"the #Zora Shop# sells", "la #boutique Zora# vend", "la Tienda Zora vende"} + ); /*------------------------- | DUNGEON LOCATION TEXT | -------------------------*/ hintTable[WOODFALL_TEMPLE_HEROS_BOW_CHEST] = HintText::Exclude({ //obscure - Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"} + }, //clear + Text{"the #Woodfall Temple Dinolfos# protects", "le #dinolfos du temple de Boisé-les-Cascades# protège", "El Dinolfos en el Templo del Bosque Catarata resguarda", "", "le #dinolfos du temple de Bois-Cascade# protège", ""} + ); hintTable[WOODFALL_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"} + }, //clear + Text{"the #Woodfall Temple Snappers# protect", "les #tortueurs du temple de Boisé-les-Cascades# protègent", "los Snappers en el Templo del Bosque Catarata resguardan", "", "les #tor-tueurs du temple de Bois-Cascade# protègent", ""} + ); hintTable[WOODFALL_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"} + }, //clear + Text{"the #Woodfall Temple Dragonflies# protect", "les #draco-lules du temple de Boisé-les-Cascades# protègent", "las Libélulas en el Templo del Bosque Catarata resguardan", "", "les #draco-lules du temple de Bois-Cascade# protègent", ""} + ); hintTable[WOODFALL_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"} + }, //clear + Text{"the #Woodfall Temple Gekko# protects", "le #gekko du temple de Boisé-les-Cascades# protège", "el Gekko en el Templo del Bosque Catarata resguarda", "", "le #gekko du temple de Bois-Cascade# protège", ""} + ); hintTable[WOODFALL_TEMPLE_SMALL_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# contains", "le #temple endormi# contient", "el templo durmiente contiene"} + }, //clear + Text{"the #Woodfall Temple chest near the elevator# contains", "le #coffre près de l'ascenseur du temple de Boisé-les-Cascades# contient", "el cofre cerca del elevador en el Templo del Bosque Catarata contiene", "", "le #coffre près de l'ascenseur du temple de Bois-Cascade# contient", ""} + ); hintTable[WOODFALL_TEMPLE_DEKU_PRINCESS] = HintText::Exclude({ //obscure - Text{"the #sleeping temple# rewards", "le #temple endormi# détient", "el templo durmiente contiene"}}); + Text{"the #sleeping temple# rewards", "le #temple endormi# détient", "el templo durmiente contiene"} + }, //clear + Text{"#bottling the Deku Princess# makes", "embouteiller la #princesse mojo# créée", "embotellar a la Princesa Deku da"} + ); hintTable[WF_SF_ENTRANCE_FAIRY] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #item hovering near the Woodfall Temple entrance# is", "l'#objet volant près de l'entrée du temple de Boisé-les-Cascades# est", "el objeto flotando cerca de la entrada del Templo del Bosque Catarata es", "", "l'#objet volant près de l'entrée du temple de Bois-Cascade# est", ""} + ); hintTable[WF_SF_ENTRANCE_PLATFORM] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #Woodfall Temple chest near the entrance# contains", "le #coffre près de l'entrée du temple de Boisé-les-Cascades# contient", "el cofre cerca del cuarto principal del Templo del Bosque Catarata contiene", "", "le #coffre près de l'entrée du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_MAIN_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #Woodfall Temple chest in the main room# contains", "le #coffre dans la pièce centrale du temple de Boisé-les-Cascades# contient", "el cofre en el cuarto principal del Templo del Bosque Catarata contiene", "", "le #coffre dans la pièce centrale du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_MAIN_ROOM_SWITCH] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #Woodfall Temple bubble in the main room# contains", "la #bulle dans la pièce centrale du temple de Boisé-les-Cascades# contient", "la burbuja en el cuarto principal del Templo del Bosque Catarata contiene", "", "la #bulle dans la pièce centrale du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_PRE_BOSS_LOWER_RIGHT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"a #Woodfall Temple bubble near the boss door# contains", "une #bulle près de l'antre du boss du temple de Boisé-les-Cascades# contient", "la burbuja cercana a la guarida del jefe del Templo del Bosque Catarata contiene", "", "une #bulle près de l'antre du boss du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_PRE_BOSS_UPPER_RIGHT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"a #Woodfall Temple bubble near the boss door# contains", "une #bulle près de l'antre du boss du temple de Boisé-les-Cascades# contient", "la burbuja cercana a la guarida del jefe del Templo del Bosque Catarata contiene", "", "une #bulle près de l'antre du boss du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_PRE_BOSS_UPPER_LEFT_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"a #Woodfall Temple bubble near the boss door# contains", "une #bulle près de l'antre du boss du temple de Boisé-les-Cascades# contient", "la burbuja cercana a la guarida del jefe del Templo del Bosque Catarata contiene", "", "une #bulle près de l'antre du boss du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_PRE_BOSS_PILLAR_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"a #Woodfall Temple bubble on a flaming pillar# contains", "une #bulle sur un pilier embrasé du temple de Boisé-les-Cascades# contient", "la burbuja sobre el pilar en llamas del Templo del Bosque Catarata contiene", "", "une #bulle sur un pilier embrasé du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_DEKU_BABA] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"a #Woodfall Temple Deku Baba# has", "une #baba mojo du temple de Boisé-les-Cascades# a", "la Baba Deku en el Templo del Bosque Catarata tiene", "", "une #baba mojo du temple de Bois-Cascade# a", ""} + ); hintTable[WF_SF_DRAGONFLY_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #Woodfall Temple bubble on the second floor# contains", "la #bulle au deuxième étage du temple de Boisé-les-Cascades# contient", "la burbuja en el segundo piso del Templo del Bosque Catarata contiene", "", "la #bulle au deuxième étage du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_SKULLTULA] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"a #Woodfall Temple Skulltula# has", "une #skulltula du temple de Boisé-les-Cascades# a", "la Skulltula en el Templo del Bosque Catarata tiene", "", "une #skulltula du temple de Bois-Cascade# a", ""} + ); hintTable[WF_SF_DARK_ROOM] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #Woodfall Temple chest in the dark room# contains", "le #coffre dans la pièce sombre du temple de Boisé-les-Cascades# contient", "el cofre en el cuarto oscuro del Templo del Bosque Catarata contiene", "", "le #coffre dans la pièce sombre du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_JAR_FAIRY] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"a #Woodfall Temple jar# contains", "une #jarre du temple de Boisé-les-Cascades# contient", "el jarrón en el Templo del Bosque Catarata contiene", "", "une #jarre du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_BRIDGE_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #Woodfall Temple beehive under a platform# contains", "la #ruche sous une plateforme du temple de Boisé-les-Cascades# contient", "el panal bajo las plataformas del Templo del Bosque Catarata contiene", "", "la #ruche sous une plateforme du temple de Bois-Cascade# contient", ""} + ); hintTable[WF_SF_PLATFORM_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée rose# est", "una hada perdida es"} + }, //clear + Text{"the #Woodfall Temple beehive above a door# contains", "la #ruche près d'une porte du temple de Boisé-les-Cascades# contient", "el panal encima de la puerta del Templo del Bosque Catarata contiene", "", "la #ruche près d'une porte du temple de Bois-Cascade# contient", ""} + ); hintTable[ODOLWA_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a #masked evil# contains", "occire le #guerrier de la jungle# octroie", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "occire le #guerrier de la jungle# octroie", "un mal enmascarado contiene"} + }, //clear + Text{"#Odolwa# has", "#Odolwa# a", "Odolwa tiene"} + ); hintTable[GIANTS_OATH_TO_ORDER] = HintText::Exclude({ //obscure - Text{"a #gentile giant# teaches", "un #gentil géant# enseigne", ""}}); + Text{"a #gentile giant# teaches", "un #gentil géant# enseigne", ""} + }, //clear + Text{"the #Giants' song# is", "le #chant des Géants# est", ""} + ); //Snowhead Temple hintTable[SNOWHEAD_TEMPLE_FIRE_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"} + }, //clear + Text{"the #Snowhead Temple 2F Wizzrobe# protects", "le #sorcier au 2ème du temple du Pic des neiges# protège", "el Wizzrobe en el 2do. piso del Templo del Pico Nevado resguarda", "", "le #sorcier au 2ème du temple du pic des Neiges# protège", ""} + ); hintTable[SNOWHEAD_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"} + }, //clear + Text{"the #Snowhead Temple chest next to the elevator# contains", "le #coffre près de l'ascenseur du temple du Pic des neiges# contient", "el cofre al lado del elevador del Templo del Pico Nevado contiene", "", "le #coffre près de l'ascenseur du temple du pic des Neiges# contient", ""} + ); hintTable[SNOWHEAD_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"} + }, //clear + Text{"the #Snowhead Temple chest near White Wolfos# contains", "le #coffre près des loufos blancs du temple du Pic des neiges# contient", "el cofre cerca del Wolfos del Templo del Pico Nevado contiene", "", "le #coffre près des wolfos blancs du temple du pic des Neiges# contient", ""} + ); hintTable[SNOWHEAD_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"} + }, //clear + Text{"the #Snowhead Temple 4F Wizzrobe# protects", "le #sorcier au 4ème du temple du Pic des neiges# protège", "el Wizzrobe en el 4to. piso del Templo del Pico Nevado resguarda", "", "le #sorcier au 4ème du temple du pic des Neiges# protège", ""} + ); hintTable[SNOWHEAD_TEMPLE_BLOCK_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"} + }, //clear + Text{"the #Snowhead Temple chest behind two blocks# contains", "le #coffre derrière le double bloc du temple du Pic des neiges# contient", "el cofre detrás de los bloques apilados del Templo del Pico Nevado contiene", "", "le #coffre derrière le double bloc du temple du pic des Neiges# contient", ""} + ); hintTable[SNOWHEAD_TEMPLE_ICICLE_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"} + }, //clear + Text{"the #Snowhead Temple chest covered in snow# contains", "le #coffre enseveli de neige du temple du Pic des neiges# contient", "el cofre cubierto de nieve del Templo del Pico Nevado contiene", "", "le #coffre enseveli de neige du temple du pic des Neiges# contient", ""} + ); hintTable[SNOWHEAD_TEMPLE_BRIDGE_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"}}); + Text{"an #icy temple# contains", "un #temple enneigé# contient", "un templo helado contiene"} + }, //clear + Text{"the #Snowhead Temple chest encased in ice# contains", "le #coffre gelé du temple du Pic des neiges# contient", "el cofre cubierto de hielo del Templo del Pico Nevado contiene", "", "le #coffre gelé du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_SNOW_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple bubble hidden near Eeno# contains", "la #bulle cachée près des eeno du temple du Pic des neiges# contient", "la burbuja oculta en el cuarto de los Eenos del Templo del Pico Nevado contiene", "", "la #bulle cachée près des eeno du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_CEILING_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple bubble hidden in the ceiling# contains", "la #bulle cachée dans un plafond du temple du Pic des neiges# contient", "la burbuja oculta en el techo del Templo del Pico Nevado contiene", "", "la #bulle cachée dans un plafond du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_DINOLFOS_1] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"a #Snowhead Temple Dinolfos# protects", "un #dinolfos du temple du Pic des neiges# contient", "un Dinolfos en el Templo del Pico Nevado resguarda", "", "un #dinolfos du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_DINOLFOS_2] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"a #Snowhead Temple Dinolfos# protects", "un #dinolfos du temple du Pic des neiges# contient", "un Dinolfos en el Templo del Pico Nevado resguarda", "", "un #dinolfos du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_BRIDGE_ROOM_LEDGE_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple bubble next to a bridge# contains", "la #bulle près d'un pont du temple du Pic des neiges# contient", "la burbuja al lado del puente del Templo del Pico Nevado contiene", "", "la #bulle près d'un pont du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_BRIDGE_ROOM_PILLAR_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple bubble under a bridge# contains", "la #bulle sous un pont du temple du Pic des neiges# contient", "la burbuja debajo del puente del Templo del Pico Nevado contiene", "", "la #bulle sous un pont du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_MAP_ROOM_FAIRY] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #item hovering near the Snowhead Temple elevator# is", "l'#objet volant près de l'ascenseur du temple du Pic des neiges# est", "el objeto flotando cerca del elevador en el Templo del Pico Nevado es", "", "l'#objet volant près de l'ascenseur du temple du pic des Neiges# est", ""} + ); hintTable[SH_SF_MAP_ROOM_LEDGE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple chest above the elevator# contains", "le #coffre surplombant l'ascenseur du temple du Pic des neiges# contient", "el cofre sobre el elevador del Templo del Pico Nevado es", "", "le #coffre surplombant l'ascenseur du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_BASEMENT] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple chest in lava# contains", "le #coffre dans la lave au temple du Pic des neiges# contient", "el cofre sobre la lava del Templo del Pico Nevado es", "", "le #coffre dans la lave au temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_TWIN_BLOCK] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple chest above two blocks# contains", "le #coffre surplombant le double bloc du temple du Pic des neiges# contient", "el cofre sobre los bloques apilados en el Templo del Pico Nevado es", "", "le #coffre surplombant le double bloc du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_ICICLE_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple chest hidden near icicles# contains", "le #coffre caché près des glaçons du temple du Pic des neiges# contient", "el cofre cerca de las estalacticas de hielo en el Templo del Pico Nevado contiene", "", "le #coffre caché près des glaçons du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_MAIN_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple chest hidden in the main room# contains", "le #coffre caché du pilier central du temple du Pic des neiges# contient", "el cofre escondido en el cuarto principal del Templo del Pico Nevado contiene", "", "le #coffre caché du pilier central du temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_PILLAR_FREEZARDS] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple chest protected by Freezards# contains", "le #coffre protégé par des glazzards au temple du Pic des neiges# contient", "el cofre resguardado por Freezards en el Templo del Pico Nevado contiene", "", "le #coffre protégé par des freezards au temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_ICE_PUZZLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"the #Snowhead Temple chest hidden by a switch# contains", "le #coffre caché par un interrupteur au temple du Pic des neiges# contient", "el cofre ocultado por un interruptor en el Templo del Pico Nevado contiene", "", "le #coffre caché par un interrupteur au temple du pic des Neiges# contient", ""} + ); hintTable[SH_SF_CRATE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée verte# est", "una hada perdida es"} + }, //clear + Text{"a #Snowhead Temple crate# contains", "une #boîte du temple du Pic des neiges# contient", "una caja en el Templo del Pico Nevado contiene", "", "une #boîte du temple du pic des Neiges# contient", ""} + ); hintTable[GOHT_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a #masked evil# contains", "abattre un #gros taureau# détient", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "abattre un #gros taureau# détient", "un mal enmascarado contiene"} + }, //clear + Text{"#Goht# has", "#Rhork# a", "Goht tiene"} + ); //Great bay Temple hintTable[GBT_ICE_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"} + }, //clear + Text{"the #Great Bay Temple Wart# protects", "le #méduso du temple de la Grande Baie# protège", "el Arghus en el Templo de la Gran Bahía resguarda", "", "le #meduso du temple de la Grande Baie# protège", ""} + ); hintTable[GBT_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"} + }, //clear + Text{"a #Great Bay Temple chest near a red valve# contains", "un #coffre près d'une valve du temple de la Grande Baie# contient", "el cofre cerca de una válvula roja en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"} + }, //clear + Text{"the #Great Bay Temple chest near a Real Bombchu# contains", "le #coffre près d'un vrai bombchu du temple de la Grande Baie# contient", "el cofre cerca de un Bombchu real en el Templo de la Gran Bahía contiene", "", "le #coffre près d'un vrai teigneux du temple de la Grande Baie# contient", ""} + ); hintTable[GBT_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"} + }, //clear + Text{"the #Great Bay Temple Gekko# protects", "le #gekko du temple de la Grande Baie# protège", "el Gekko en el Templo de la Gran Bahía resguarda"} + ); hintTable[GBT_SMALL_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"}}); + Text{"the #murky watered temple# contains", "le #temple en eaux troubles# contient", "el templo de aguas turbias contiene"} + }, //clear + Text{"the #Great Bay Temple chest near a Dexihand# contains", "le #coffre près d'une main-blanche au temple de la Grande Baie# contient", "el cofre cercano a una Dexihand en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_SKULLTULA] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"a #Great Bay Temple Skulltula# has", "une #skulltula du temple de la Grande Baie# a", "una Skulltula en el Templo de la Gran Bahía tiene"} + ); hintTable[GBT_SF_WATER_CONTROL_UNDERWATER_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple bubble in the second room# has", "la #bulle dans la seconde salle du temple de la Grande Baie# contient", "la burbuja en el segundo cuarto del Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_WATERWHEEL_ROOM_LOWER] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"a #Great Bay Temple chest near a waterwheel# contains", "un #coffre près du grand moulin du temple de la Grande Baie# contient", "el cofre cercano a una rueda hidráulica en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_WATERWHEEL_ROOM_UPPER] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"a #Great Bay Temple chest near a waterwheel# contains", "un #coffre près du grand moulin du temple de la Grande Baie# contient", "el cofre cercano a una rueda hidráulica en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_GREEN_VALVE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple chest above a ceiling# contains", "le #coffre au dessus d'un plafond du temple de la Grande Baie# contient", "el cofre cercano al techo en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_SEESAW_ROOM] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple chest near the seesaws# contains", "le #coffre près des bascules du temple de la Grande Baie# contient", "el cofre cerca de los subibajas en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_ENTRANCE_TORCHES] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple chest near the entrance# contains", "le #coffre caché dans l'entrée du temple de la Grande Baie# contient", "el cofre cerca de la entrada del Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_BIO_BABAS] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple chest protected by Bio Babas# contains", "le #coffre des baba mojo aquatiques du temple de la Grande Baie# contient", "el cofre protegido por Bio Babas Deku en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_UNDERWATER_BARREL] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple barrel near the seesaws# contains", "le #tonneau sous les bascules du temple de la Grande Baie# contient", "el barril cerca de los subibajas en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_WHIRLPOOL_BARREL] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple barrel by the whirlpool# contains", "le #tonneau près du siphon du temple de la Grande Baie# contient", "el barril en el cuarto del remolino en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_WHIRLPOOL_JAR] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple jar in the whirlpool# contains", "la #jarre au fond du siphon du temple de la Grande Baie# contient", "el jarrón hundido en el remolino del Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_DEXIHANDS_JAR] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"the #Great Bay Temple jar near Dexihands# contains", "la #jarre près d'une main-blanche du temple de la Grande Baie# contient", "el jarrón hundido junto a las Dexihands en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_LEDGE_JAR] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"a #Great Bay Temple jar near a red valve# contains", "une #jarre près d'une valve rouge du temple de la Grande Baie# contient", "el jarrón cercano a una válvula roja en el Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_PRE_BOSS_ROOM_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"a #Great Bay Temple bubble near the boss door# contains", "une #bulle près de l’antre du boss du temple de la Grande Baie# contient", "la burbuja cercana a la guarida del jefe del Templo de la Gran Bahía contiene"} + ); hintTable[GBT_SF_PRE_BOSS_ROOM_UNDERWATER_BUBBLE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée violette# est", "una hada perdida es"} + }, //clear + Text{"a #Great Bay Temple bubble near the boss door# contains", "une #bulle près de l’antre du boss du temple de la Grande Baie# contient", "la burbuja hundida cerca de la guarida del jefe del Templo de la Gran Bahía contiene"} + ); hintTable[GYORG_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a #masked evil# contains", "abattre un #énorme poisson# octroie", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "abattre un #énorme poisson# octroie", "un mal enmascarado contiene"} + }, //clear + Text{"#Gyorg# has", "#Gyorg# a", "Gyorg tiene"} + ); //Stone Tower Temple hintTable[STONE_TOWER_TEMPLE_MAP_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #Stone Tower Temple chest near Armos# contains", "le #coffre près des armos au temple de la forteresse de pierre# contient", "el cofre cerca de los Armos en el Templo de la Torre de Piedra contiene"} + ); hintTable[STONE_TOWER_TEMPLE_COMPASS_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #Stone Tower Temple chest near a Real Bombchu# contains", "le #coffre près d'un vrai bombchu au temple de la forteresse de pierre# contient", "el cofre cerca de un Bombchu real en el Templo de la Torre de Piedra contiene", "", "le #coffre près d'un vrai teigneux au temple de la forteresse de pierre# contient", ""} + ); hintTable[STONE_TOWER_TEMPLE_BOSS_KEY_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"#Gomess, in Stone Tower Temple#, protects", "le #faucheur au temple de la forteresse de pierre# protège", "en el Templo de la Torre de Piedra, Gomess protege"} + ); hintTable[STONE_TOWER_TEMPLE_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #Stone Tower Temple chest in lava# contains", "le #coffre dans la lave du temple de la forteresse de pierre# contient", "el cofre sobre la lava en el Templo de la Torre de Piedra contiene"} + ); hintTable[STONE_TOWER_TEMPLE_BRIDGE_SWITCH_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #Stone Tower Temple chest near water# contains", "le #coffre près de l'eau du temple de la forteresse de pierre# contient", "el cofre cerca del agua en el Templo de la Torre de Piedra contiene"} + ); hintTable[STONE_TOWER_TEMPLE_UPDRAFT_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #Stone Tower Temple chest near a Hiploop# contains", "le #coffre près d'un hiploop du temple de la forteresse de pierre# contient", "un templo rocoso contiene"} + ); hintTable[STONE_TOWER_TEMPLE_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #Stone Tower Temple chest near Death Armos# contains", "le #coffre près des armos sombres du temple de la forteresse de pierre# contient", "el cofre cerca de los Armos Letales en el Templo de la Torre de Piedra contiene"} + ); hintTable[STONE_TOWER_TEMPLE_UPRIGHT_DEATH_ARMOS_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"an #upside down chest# contains", "un #coffre à l’envers# contient", ""} + ); hintTable[STONE_TOWER_TEMPLE_LIGHT_ARROW_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #Stone Tower Temple Garo Master# protects", "le #grand maître des Garos du temple de la forteresse de pierre# protège", "el Maestro Garo en el Templo de la Torre de Piedra protege"} + ); hintTable[STONE_TOWER_TEMPLE_GIANTS_MASK_CHEST] = HintText::Exclude({ //obscure - Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"}}); + Text{"a #rocky temple# contains", "un #temple sens dessus dessous# contient", "un templo rocoso contiene"} + }, //clear + Text{"the #blue Twinmold# protects", "le #Skorn bleu# protège", "el Twinmold azul protege"} + ); hintTable[ST_SF_MIRROR_SUN_BLOCK] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"a #Stone Tower Temple chest near mirrors# contains", "un #coffre derrière un bloc soleil du temple de la forteresse de pierre# contient", "el cofre cerca de los espejos en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_LAVA_ROOM_LEDGE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"a #Stone Tower Temple chest near fiery updrafts# contains", "un #coffre près de courants ascendant au temple de la forteresse de pierre# contient", "el cofre cerca de los remolinos y lava en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_LAVA_ROOM_FIRE_RING] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"a #Stone Tower Temple chest near fiery updrafts# contains", "un #coffre près de courants ascendant au temple de la forteresse de pierre# contient", "el cofre de interruptor cerca de los remolinos y lava en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_EYEGORE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple Eyegore# protects", "l'#eyegore du temple de la forteresse de pierre# protège", "el Ojo Diana en el Templo de la Torre de Piedra protege"} + ); hintTable[ST_SF_UPDRAFT_FIRE_RING] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest above the updrafts# contains", "le #coffre au bout des courants ascendants du temple de la forteresse de pierre# contient", "el cofre sobre los remolinos en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_MIRROR_SUN_SWITCH] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"a #Stone Tower Temple chest near mirrors# contains", "un #coffre près de miroirs du temple de la forteresse de pierre# contient", "un cofre cerca de los espejos en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_BOSS_WARP] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest near the warp point# contains", "le #coffre près du téléporteur du temple de la forteresse de pierre# contient", "el cofre cerca de la tabla de teletransportación en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_WIZZROBE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple Wizzrobe# protects", "le #sorcier du temple de la forteresse de pierre# protège", "el Wizzrobe en el Templo de la Torre de Piedra protege"} + ); hintTable[ST_SF_DEATH_ARMOS] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest used to reach the boss# contains", "le #coffre qui permet d’atteindre le boss du temple de la forteresse de pierre# contient", "el cofre usado para alcanzar la guarida del jefe en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_UPDRAFT_FROZEN_EYE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest revealed by a frozen eye# contains", "le #coffre révélé par un œil glacé du temple de la forteresse de pierre# contient", "el cofre revelado por un ojo congelado en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_THIN_BRIDGE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest near Beamos# contains", "le #coffre près d'un sentinelle du temple de la forteresse de pierre# contient", "el cofre cerca de un Beamos en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_BASEMENT_LEDGE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest hidden in the dark room# contains", "le #coffre dans une pièce sombre du temple de la forteresse de pierre# contient", "el cofre escondido en el cuarto oscuro del Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_STATUE_EYE] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest revealed by the statue's eye# contains", "le #coffre révélé par l'œil de la statue du temple de la forteresse de pierre# contient", "el cofre revelado por el ojo de la estatua en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_UNDERWATER] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple submerged chest# contains", "le #coffre submergé du temple de la forteresse de pierre# contient", "el cofre hundido en el Templo de la Torre de Piedra contiene"} + ); hintTable[ST_SF_BRIDGE_CRYSTAL] = HintText::Exclude({ //obscure - Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"}}); + Text{"a #lost fairy# is", "une #fée jaune# est", "una hada perdida es"} + }, //clear + Text{"the #Stone Tower Temple chest near the boss door# contains", "le #coffre près de l'antre du boss du temple de la forteresse de pierre# contient", "el cofre cerca de la puerta del jefe en el Templo de la Torre de Piedra contiene"} + ); hintTable[TWINMOLD_HEART_CONTAINER] = HintText::Exclude({ //obscure - Text{"a #masked evil# contains", "occire les #mille-pattes jumeaux# octroie", "un mal enmascarado contiene"}}); + Text{"a #masked evil# contains", "occire les #mille-pattes jumeaux# octroie", "un mal enmascarado contiene"} + }, //clear + Text{"the #red Twinmold# has", "le #Skorn rouge# a", "el Twinmold rojo tiene"} + ); //Pirate Fortress hintTable[PF_INTERIOR_HOOKSHOT_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"the #Pirates' Fortress chest guarded by their leader# contains", "le #coffre gardé par la cheffe de la forteresse des pirates# contient", "el cofre protegido por la líder pirata en su fortaleza contiene"} + ); hintTable[PF_INT_LOWER_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"the #Pirates' Fortress chest in the courtyard# contains", "le #coffre dans la cour de la forteresse des pirates# contient", "el cofre inferior en el patio de la Fortaleza Pirata contiene"} + ); hintTable[PF_INT_UPPER_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"the #Pirates' Fortress chest on a roof# contains", "le #coffre sur un toit de la forteresse des pirates# contient", "el cofre superior en el patio de la Fortaleza Pirata contiene"} + ); hintTable[PF_INT_TANK_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"the #Pirates' Fortress chest in a fish tank# contains", "le #coffre dans un aquarium de la forteresse des pirates# contient", "el cofre en la pecera de la Fortaleza Pirata contiene"} + ); hintTable[PF_INT_GUARD_ROOM_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"the #Pirates' Fortress chest guarded by many# contains", "le #coffre bien gardé de la forteresse des pirates# contient", "el cofre protegido por muchas piratas en su fortaleza contiene"} + ); hintTable[PF_CAGE_ROOM_SHALLOW_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"a #Pirates' Fortress chest near a cage# contains", "le #coffre près d'une cage de la forteresse des pirates# contient", "el cofre cerca de la celda en la Fortaleza Pirata contiene"} + ); hintTable[PF_CAGE_ROOM_DEEP_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"a #Pirates' Fortress chest near a cage# contains", "le #coffre près d'une cage de la forteresse des pirates# contient", "el cofre cerca de la celda en la Fortaleza Pirata contiene"} + ); hintTable[PF_MAZE_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"the #Pirates' Fortress chest in a watery maze# contains", "le #coffre dans le labyrinthe aquatique de la forteresse des pirates# contient", "el cofre en el laberinto acuático en la Fortaleza Pirata contiene"} + ); hintTable[PF_SEWER_CAGE] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"the #Pirates' Fortress prize in a cage# contains", "le #trésor derrière des barreaux de la forteresse des pirates# est", "la celda en la Fortaleza Pirata contiene"} + ); hintTable[PF_EXTERIOR_LOG_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"a #Pirates' Fortress chest beneath the patrol boats# contains", "un #coffre submergé sous la vigie de la forteresse des pirates# contient", "un cofre hundido bajo la patrulla pirata en su fortaleza contiene"} + ); hintTable[PF_EXTERIOR_SAND_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"a #Pirates' Fortress chest beneath the patrol boats# contains", "un #coffre submergé sous la vigie de la forteresse des pirates# contient", "un cofre hundido bajo la patrulla pirata en su fortaleza contiene"} + ); hintTable[PF_EXTERIOR_CORNER_CHEST] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"a #Pirates' Fortress chest beneath the patrol boats# contains", "un #coffre submergé sous la vigie de la forteresse des pirates# contient", "un cofre hundido bajo la patrulla pirata en su fortaleza contiene"} + ); hintTable[PF_INT_INVISIBLE_SOLDIER] = HintText::Exclude({ //obscure - Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"}}); + Text{"the #home of pirates# contains", "le #foyer des pirates# contient", "el hogar de las piratas contiene"} + }, //clear + Text{"#Shiro, in Pirates' Fortress#, has", "#Shiro, qui est perdu dans la forteresse des pirates#, a", "Shiro, en la Fortaleza Pirata, tiene"} + ); hintTable[PF_INT_HOOKSHOT_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"} + }, //clear + Text{"#bottling the Zora Egg in the leader's room# makes", "embouteiller l'#œuf de Zora dans la salle du trône de pirates# crée", "embotellar el Huevo Zora en el cuarto de la líder da"} + ); hintTable[PF_INT_GUARD_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"} + }, //clear + Text{"#bottling a Zora Egg in Pirates' Fortress# makes", "embouteiller un #œuf de Zora dans la forteresse des pirates# crée", "embotellar un Huevo Zora en la Fortaleza Pirata da"} + ); hintTable[PF_INT_BARREL_MAZE_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"} + }, //clear + Text{"#bottling a Zora Egg in Pirates' Fortress# makes", "embouteiller un #œuf de Zora dans la forteresse des pirates# crée", "embotellar un Huevo Zora en la Fortaleza Pirata da"} + ); hintTable[PF_INT_LAVA_ROOM_ZORA_EGG] = HintText::Exclude({ //obscure - Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"}}); + Text{"in the #home of pirates# rests", "le #foyer des pirates# héberge", "en el hogar de las piratas yace"} + }, //clear + Text{"#bottling a Zora Egg in Pirates' Fortress# makes", "embouteiller un #œuf de Zora dans la forteresse des pirates# crée", "embotellar un Huevo Zora en la Fortaleza Pirata da"} + ); //Beneath the Well hintTable[BENEATH_THE_WELL_MIRROR_SHIELD_CHEST] = HintText::Exclude({ //obscure - Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); + Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"} + }, //clear + Text{"the #chest at the end Beneath the Well# contains", "le #coffre dans le pièce lumineuse du fond du puits# contient", "el cofre al final de Bajo el Pozo contiene"} + ); hintTable[WELL_LEFT_PATH_CHEST] = HintText::Exclude({ //obscure - Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); + Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"} + }, //clear + Text{"the #chest in the left path Beneath the Well# contains", "le #coffre de la branche de gauche du fond du puits# contient", "el cofre en el camino izquierdo Bajo el Pozo contiene"} + ); hintTable[WELL_RIGHT_PATH_CHEST] = HintText::Exclude({ //obscure - Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"}}); + Text{"a #frightful exchange# contains", "le #marché des revenants# contient", "un intercambio espantoso contiene"} + }, //clear + Text{"the #chest in the right path Beneath the Well# contains", "le #coffre de la branche de droite du fond du puits# contient", "el cofre en el camino derecho Bajo el Pozo contiene"} + ); hintTable[BENEATH_THE_WELL_COW] = HintText::Exclude({ //obscure - Text{"a #lost creature# gives", "la #source laitière des puits# prodigue", "una criatura perdida da"}}); + Text{"a #lost creature# gives", "la #source laitière des puits# prodigue", "una criatura perdida da"} + }, //clear + Text{"the #cow Beneath the Well# has", "la #vache du fond du puits# a", "la vaca encontrada Bajo el Pozo da"} + ); //Ikana Castle hintTable[IKANA_CASTLE_PILLAR] = HintText::Exclude({ //obscure - Text{"a #fiery pillar# contains", "un #pilier enflammé# garde", "un pilar en llamas contiene"}}); + Text{"a #fiery pillar# contains", "un #pilier enflammé# garde", "un pilar en llamas contiene"} + }, //clear + Text{"an #Ikana Castle pillar# holds", "un #pilier embrasé du château d'Ikana# contient", "un pilar en el Castillo de Ikana tiene"} + ); hintTable[IKANA_CASTLE_IKANA_KING] = HintText::Exclude({ //obscure - Text{"a #fallen king# teaches", "un #roi déchu# enseigne", "un rey caído enseña"}}); + Text{"a #fallen king# teaches", "un #roi déchu# enseigne", "un rey caído enseña"} + }, //clear + Text{"#Igos du Ikana# has", "#Igos d'Ikana# a", "el rey Igos du Ikana tiene"} + ); //Secret Shrine hintTable[SECRET_SHRINE_DINOLFOS_CHEST] = HintText::Exclude({ //obscure - Text{"a #secret place# contains", "#deux fois deux cœurs# débloque", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#deux fois deux cœurs# débloque", "un lugar secreto contiene"} + }, //clear + Text{"the #Secret Shrine Dinolfos# protect", "le #dinolfos du sanctuaire secret# protège", "el Dinolfos del Santuario Secreto protege"} + ); hintTable[SECRET_SHRINE_WIZZROBE_CHEST] = HintText::Exclude({ //obscure - Text{"a #secret place# contains", "#huit cœurs# débloquent", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#huit cœurs# débloquent", "un lugar secreto contiene"} + }, //clear + Text{"the #Secret Shrine Wizzrobe# protects", "le #sorcier du sanctuaire secret# protège", "el Wizzrobe del Santuario Secreto protege"} + ); hintTable[SECRET_SHRINE_WART_CHEST] = HintText::Exclude({ //obscure - Text{"a #secret place# contains", "une #douzaine de cœurs# débloquent", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "une #douzaine de cœurs# débloquent", "un lugar secreto contiene"} + }, //clear + Text{"the #Secret Shrine Wart# protects", "le #méduso du sanctuaire secret# protège", "el Arghus del Santuario Secreto protege", "", "le #meduso du sanctuaire secret# protège", ""} + ); hintTable[SECRET_SHRINE_GARO_CHEST] = HintText::Exclude({ //obscure - Text{"a #secret place# contains", "#seize cœurs# débloquent", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#seize cœurs# débloquent", "un lugar secreto contiene"} + }, //clear + Text{"the #Secret Shrine Garo Master# protects", "le #grand maître des Garos du sanctuaire secret# protège", "el Maestro Garo del Santuario Secreto protege"} + ); hintTable[SECRET_SHRINE_FINAL_CHEST] = HintText::Exclude({ //obscure - Text{"a #secret place# contains", "#triompher de moult revanches# octroie", "un lugar secreto contiene"}}); + Text{"a #secret place# contains", "#triompher de moult revanches# octroie", "un lugar secreto contiene"} + }, //clear + Text{"the #Secret Shrine's final prize# is", "la #récompense ultime du sanctuaire secret# est", "la recompensa final del Santuario Secreto es"} + ); //The Moon hintTable[THE_MOON_DEKU_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a #masked child's game# contains", "un #cache-cache feuillu# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache feuillu# recèle", "un juego de niños enmascarados contiene"} + }, //clear + Text{"the #Odolwa Moon Trial prize# is", "la #partie de cache-cache avec l'enfant au masque d'Odolwa# recèle", "la recompensa de la prueba de Odolwa en la Luna es"} + ); hintTable[THE_MOON_GORON_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a #masked child's game# contains", "un #cache-cache roulant# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache roulant# recèle", "un juego de niños enmascarados contiene"} + }, //clear + Text{"the #Goht Moon Trial's prize# is", "la #partie de cache-cache avec l'enfant au masque de Rhork# recèle", "la recompensa de la prueba de Goht en la Luna es"} + ); hintTable[THE_MOON_ZORA_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a #masked child's game# contains", "un #cache-cache aquatique# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache aquatique# recèle", "un juego de niños enmascarados contiene"} + }, //clear + Text{"the #Gyorg Moon Trial's prize# is", "la #partie de cache-cache avec l'enfant au masque de Gyorg# recèle", "la recompensa de la prueba de Gyorg en la Luna es"} + ); hintTable[THE_MOON_LINK_TRIAL_BONUS] = HintText::Exclude({ //obscure - Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"} + }, //clear + Text{"the #Twinmold Moon Trial's prize# is", "la #partie de cache-cache avec l'enfant au masque de Skorn# recèle", "la recompensa de la prueba de Twinmold en la Luna es"} + ); hintTable[THE_MOON_GARO_CHEST] = HintText::Exclude({ //obscure - Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"} + }, //clear + Text{"the #Twinmold Moon Trial Garo Master# protects", "le #grand maître des Garos de la lune# protège", "el Maestro Garo en la prueba de Twinmold en la Luna protege"} + ); hintTable[THE_MOON_IRON_KNUCKLE_CHEST] = HintText::Exclude({ //obscure - Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"}}); + Text{"a #masked child's game# contains", "un #cache-cache hostile# recèle", "un juego de niños enmascarados contiene"} + }, //clear + Text{"the #Twinmold Moon Trial Iron Knuckle# protects", "le #hache-viande de la lune# protège", "el Nudillo de Hierro en la prueba de Twinmold en la Luna protege"} + ); hintTable[THE_MOON_MAJORA_CHILD] = HintText::Exclude({ //obscure - Text{"the #lonely child# rewards", "l'#enfant isolé# décerne", "el niño solitario recompensa con"}}); + Text{"the #lonely child# rewards", "l'#enfant isolé# décerne", "el niño solitario recompensa con"} + }, //clear + Text{"the #moon child wearing Majora's Mask# has", "l'#enfant au masque de Majora# détient", "el niño en la luna que usa la Máscara de Majora tiene"} + ); //Southern Swamp Skulltula House hintTable[SSH_MAIN_ROOM_NEAR_CEILING] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula high on the main room wall# has", "la #skulltula des marais en haut de la pièce principale# a", "la Skulltula del pantano alto en la pared del cuarto principal tiene"} + ); hintTable[SSH_MAIN_ROOM_WATER] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the main room# has", "une #skulltula des marais dans la pièce principale# a", "la Skulltula del pantano andando en el agua del cuarto principal tiene"} + ); hintTable[SSH_MAIN_ROOM_LOWER_LEFT_SOIL] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the main room's soil# has", "une #skulltula des marais dans la terre meuble de la pièce principale# a", "la Skulltula del pantano dentro de la tierra blanda a la izquierda tiene"} + ); hintTable[SSH_MAIN_ROOM_LOWER_RIGHT_SOIL] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the main room's soil# has", "une #skulltula des marais dans la terre meuble de la pièce principale# a", "la Skulltula del pantano dentro de la tierra blanda a la derecha tiene"} + ); hintTable[SSH_MAIN_ROOM_UPPER_SOIL] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the main room's soil# has", "une #skulltula des marais dans la terre meuble de la pièce principale# a", "la Skulltula del pantano dentro de la tierra blanda superior tiene"} + ); hintTable[SSH_MAIN_ROOM_PILLAR] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the main room# has", "une #skulltula des marais dans la pièce principale# a", "la Skulltula del pantano andando en el pilar del cuarto principal tiene"} + ); hintTable[SSH_MAIN_ROOM_UPPER_PILLAR] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the main room# has", "une #skulltula des marais dans la pièce principale# a", "la Skulltula del pantano andando en el pilar superior del cuarto principal tiene"} + ); hintTable[SSH_MAIN_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the main room# has", "une #skulltula des marais dans la pièce principale# a", "la Skulltula del pantano dentro del jarrón en el cuarto principal tiene"} + ); hintTable[SSH_MONUMENT_ROOM_CRATE_1] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the slab room# has", "une #skulltula des marais dans la pièce à stèle# a", "una Skulltula del pantano dentro de una caja en el cuarto del monumento tiene"} + ); hintTable[SSH_MONUMENT_ROOM_CRATE_2] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the slab room# has", "une #skulltula des marais dans la pièce à stèle# a", "una Skulltula del pantano dentro de una caja en el cuarto del monumento tiene"} + ); hintTable[SSH_MONUMENT_ROOM_TORCH] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the slab room# has", "une #skulltula des marais dans la pièce à stèle# a", "la Skulltula del pantano cerca de la antorcha en el cuarto del monumento tiene"} + ); hintTable[SSH_MONUMENT_ROOM_ON_MONUMENT] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the slab room# has", "une #skulltula des marais dans la pièce à stèle# a", "la Skulltula del pantano andando sobre el monumento tiene"} + ); hintTable[SSH_MONUMENT_ROOM_LOWER_WALL] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula high on the slab room wall# has", "la #skulltula des marais sur le mur de la pièce à stèle# a", "la Skulltula del pantano andando sobre la pared del cuarto del monumento tiene"} + ); hintTable[SSH_GOLD_ROOM_NEAR_CEILING] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula high on the gold room wall# has", "la #skulltula des marais en haut de la pièce dorée# a", "la Skulltula del pantano en lo alto del cuarto dorado tiene"} + ); hintTable[SSH_GOLD_ROOM_PILLAR] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula on the gold room pillar# has", "la #skulltula des marais sur un pilier de la pièce dorée# a", "la Skulltula del pantano cerca del techo del cuarto dorado tiene"} + ); hintTable[SSH_GOLD_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula in a gold room beehive# has", "la #skulltula des marais dans une ruche de la pièce dorée# a", "la Skulltula del pantano en el panal del cuarto dorado tiene"} + ); hintTable[SSH_GOLD_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula on the gold room ladder# has", "la #skulltula des marais sur l'échelle de la pièce dorée# a", "la Skulltula del pantano sobre la escalera del cuarto dorado tiene"} + ); hintTable[SSH_POT_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the jar room# has", "une #skulltula des marais dans la pièce à jarres# a", "una Skulltula del pantano dentro de un jarrón pequeño en el cuarto de jarrones tiene"} + ); hintTable[SSH_POT_ROOM_POT_1] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the jar room# has", "une #skulltula des marais dans la pièce à jarres# a", "una Skulltula del pantano dentro de un jarrón grande en el cuarto de jarrones tiene"} + ); hintTable[SSH_POT_ROOM_POT_2] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the jar room# has", "une #skulltula des marais dans la pièce à jarres# a", "una Skulltula del pantano dentro de un jarrón grande en el cuarto de jarrones tiene"} + ); hintTable[SSH_POT_ROOM_BEHIND_VINES] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula behind the jar room vines# has", "la #skulltula des marais derrière les lianes de la pièce à jarres# a", "la Skulltula del pantano detrás de las enredaderas en el cuarto de jarrones tiene"} + ); hintTable[SSH_POT_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula on the jar room wall# has", "la #skulltula des marais sur le mur de la pièce à jarres# a", "la Skulltula del pantano en la pared del cuarto de jarrones tiene"} + ); hintTable[SSH_POT_ROOM_BEEHIVE_1] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in a jar room beehive# has", "une #skulltula des marais dans une ruche de la pièce à jarres# a", "una Skulltula del pantano en el panal del cuarto de jarrones tiene"} + ); hintTable[SSH_POT_ROOM_BEEHIVE_2] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in a jar room beehive# has", "une #skulltula des marais dans une ruche de la pièce à jarres# a", "una Skulltula del pantano en el panal del cuarto de jarrones tiene"} + ); hintTable[SSH_TREE_ROOM_TREE_1] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the tree room# has", "une #skulltula des marais dans perchée sur son arbre# a", "una Skulltula del pantano en el cuarto del árbol"} + ); hintTable[SSH_TREE_ROOM_TREE_2] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the tree room# has", "une #skulltula des marais dans perchée sur son arbre# a", "una Skulltula del pantano en el cuarto del árbol"} + ); hintTable[SSH_TREE_ROOM_TREE_3] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the tree room# has", "une #skulltula des marais dans perchée sur son arbre# a", "una Skulltula del pantano en el cuarto del árbol"} + ); hintTable[SSH_TREE_ROOM_GRASS_1] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the tree room# has", "une #skulltula des marais dans la pièce de l'arbre# a", "una Skulltula del pantano en el cuarto del árbol"} + ); hintTable[SSH_TREE_ROOM_GRASS_2] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"a #swamp Skulltula in the tree room# has", "une #skulltula des marais dans la pièce de l'arbre# a", "una Skulltula del pantano en el cuarto del árbol"} + ); hintTable[SSH_TREE_ROOM_BEEHIVE] = HintText::Exclude({ //obscure - Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"}}); + Text{"a #swampy gold spider# is", "une #âme d'or marécageuse# est", "una araña dorada es"} + }, //clear + Text{"the #swamp Skulltula in a tree room beehive# has", "une #skulltula des marais dans une ruche de la pièce de l'arbre# a", "la Skulltula del pantano en el panal del cuarto del árbol"} + ); //Oceanside spider House hintTable[OSH_ENTRANCE_LEFT_WALL] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula down the entrance slope# has", "une #skulltula de la côte dans la pente d'entrée# a", "una Skulltula del océano en el declive de la entrada tiene"} + ); hintTable[OSH_ENTRANCE_RIGHT_WALL] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula down the entrance slope# has", "une #skulltula de la côte dans la pente d'entrée# a", "una Skulltula del océano en el declive de la entrada tiene"} + ); hintTable[OSH_ENTRANCE_WEB] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"the #ocean Skulltula behind an entrance web# has", "la #skulltula de la côte derrière une toile à l'entrée# a", "una Skulltula del océano detrás de las telarañas en la entrada tiene"} + ); hintTable[OSH_LIBRARY_HOLE_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the library# has", "une #skulltula de la côte dans la bibliothèque# a", "una Skulltula del océano en la biblioteca tiene"} + ); hintTable[OSH_LIBRARY_HOLE_BEHIND_CABINET] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the library# has", "une #skulltula de la côte dans la bibliothèque# a", "una Skulltula del océano en la biblioteca tiene"} + ); hintTable[OSH_LIBRARY_ON_CORNER_BOOKSHELF] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the library# has", "une #skulltula de la côte dans la bibliothèque# a", "una Skulltula del océano en la biblioteca tiene"} + ); hintTable[OSH_LIBRARY_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the library# has", "une #skulltula de la côte dans la bibliothèque# a", "una Skulltula del océano en la biblioteca tiene"} + ); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_1] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the library# has", "une #skulltula de la côte dans la bibliothèque# a", "una Skulltula del océano en la biblioteca tiene"} + ); hintTable[OSH_LIBRARY_BEHIND_BOOKCASE_2] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the library# has", "une #skulltula de la côte dans la bibliothèque# a", "una Skulltula del océano en la biblioteca tiene"} + ); hintTable[OSH_LIBRARY_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the library# has", "une #skulltula de la côte dans la bibliothèque# a", "una Skulltula del océano en la biblioteca tiene"} + ); hintTable[OSH_SECOND_ROOM_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the hallway# has", "une #skulltula de la côte dans le couloir# a", "una Skulltula del océano en el pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_CEILING_PLANK] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the hallway# has", "une #skulltula de la côte dans le couloir# a", "una Skulltula del océano en el pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_JAR] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the hallway# has", "une #skulltula de la côte dans le couloir# a", "una Skulltula del océano en el pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_WEBBED_HOLE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula behind a hallway web# has", "une #skulltula de la côte derrière une toile du couloir# a", "una Skulltula del océano detrás de las telarañas en el pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_WEBBED_POT] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula behind a hallway web# has", "une #skulltula de la côte derrière une toile du couloir# a", "una Skulltula del océano en el jarrón con telarañas en el pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_UPPER_POT] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the hallway# has", "une #skulltula de la côte dans le couloir# a", "una Skulltula del océano en el jarrón superior del pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_1] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the hallway# has", "une #skulltula de la côte dans le couloir# a", "una Skulltula del océano detrás de una máscara en el pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_BEHIND_SKULL_2] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the hallway# has", "une #skulltula de la côte dans le couloir# a", "una Skulltula del océano detrás de una máscara en el pasillo tiene"} + ); hintTable[OSH_SECOND_ROOM_LOWER_POT] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the hallway# has", "une #skulltula de la côte dans le couloir# a", "una Skulltula del océano en el jarrón pequeño del pasillo tiene"} + ); hintTable[OSH_STORAGE_ROOM_CEILING_WEB] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula behind a storage room web# has", "une #skulltula de la côte derrière une toile du débarras# a", "una Skulltula del océano detrás de las telarañas en el almacén tiene"} + ); hintTable[OSH_STORAGE_ROOM_BEHIND_CRATE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the storage room# has", "une #skulltula de la côte dans le débarras# a", "una Skulltula del océano detrás de la caja en el almacén tiene"} + ); hintTable[OSH_STORAGE_ROOM_WALL] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the storage room# has", "une #skulltula de la côte dans le débarras# a", "una Skulltula del océano en la pared del almacén tiene"} + ); hintTable[OSH_STORAGE_ROOM_CRATE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the storage room# has", "une #skulltula de la côte dans le débarras# a", "una Skulltula del océano dentro de la caja en el almacén tiene"} + ); hintTable[OSH_STORAGE_ROOM_BARREL] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the storage room# has", "une #skulltula de la côte dans le plafond du débarras# a", "una Skulltula del océano dentro del barril en el almacén tiene"} + ); hintTable[OSH_COLORED_SKULLS_CEILING_EDGE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the table room# has", "une #skulltula de la côte dans la salle à manger# a", "una Skulltula del océano andando en el filo del techo en el cuarto de la mesa tiene"} + ); hintTable[OSH_COLORED_SKULLS_CHANDELIER_1] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the table room# has", "une #skulltula de la côte dans la salle à manger# a", "una de las Skulltulas del océano en el candelabro tiene"} + ); hintTable[OSH_COLORED_SKULLS_CHANDELIER_2] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the table room# has", "une #skulltula de la côte dans la salle à manger# a", "una de las Skulltulas del océano en el candelabro tiene"} + ); hintTable[OSH_COLORED_SKULLS_CHANDELIER_3] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the table room# has", "une #skulltula de la côte dans la salle à manger# a", "una de las Skulltulas del océano en el candelabro tiene"} + ); hintTable[OSH_COLORED_SKULLS_BEHIND_PICTURE] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the table room# has", "une #skulltula de la côte dans la salle à manger# a", "una Skulltula del océano detrás del cuadro en el cuarto de la mesa tiene"} + ); hintTable[OSH_COLORED_SKULLS_POT] = HintText::Exclude({ //obscure - Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"}}); + Text{"a #coastal gold spider# is", "une #âme d'or côtière# est", "una araña dorada es"} + }, //clear + Text{"an #ocean Skulltula in the table room# has", "une #skulltula de la côte dans la salle à manger# a", "una Skulltula del océano en el jarrón del cuarto de la mesa tiene"} + ); /*---------------------- | REGION HINT TEXT | @@ -2598,19 +3891,34 @@ void HintTable_Init() { -----------------------*/ hintTable[ODOLWA] = HintText::Boss({ //obscure - Text{"a #masked jungle warrior# holds", "un #guerrier de la jungle masqué# détient", "un guerrero salvaje enmascarado"}}); + Text{"a #masked jungle warrior# holds", "un #guerrier de la jungle masqué# détient", "un guerrero salvaje enmascarado"} + }, //clear + Text{"#Odolwa# holds", "#Odolwa# détient", "Odolwa"} + ); hintTable[GOHT] = HintText::Boss({ //obscure - Text{"a #masked mechanical monster# holds", "une #chimère mécanique masquée# détient", "un monstruo mecánico enmascarado"}}); + Text{"a #masked mechanical monster# holds", "une #chimère mécanique masquée# détient", "un monstruo mecánico enmascarado"} + }, //clear + Text{"#Goht# holds", "#Rhork# détient", "Goht"} + ); hintTable[GYORG] = HintText::Boss({ //obscure - Text{"a #gargantuan masked fish# holds", "un #léviathan gargantuesque masqué# détient", "un pez colosal enmascarado"}}); + Text{"a #gargantuan masked fish# holds", "un #léviathan gargantuesque masqué# détient", "un pez colosal enmascarado"} + }, //clear + Text{"#Gyorg# holds", "#Gyorg# détient", "Gyorg"} + ); hintTable[TWINMOLD] = HintText::Boss({ //obscure - Text{"a #giant masked insect# holds", "un #double insecte géant masqué# détient", "un insecto gigante enmascarado"}}); + Text{"a #giant masked insect# holds", "un #double insecte géant masqué# détient", "un insecto gigante enmascarado"} + }, //clear + Text{"#Twinmold# holds", "#Skorn# détient", "Twinmold"} + ); hintTable[MAJORA] = HintText::Boss({ //obscure - Text{"a #cursed mask# holds", "un #masque maléfique# détient", "una máscara maldita"}}); + Text{"a #cursed mask# holds", "un #masque maléfique# détient", "una máscara maldita"} + }, //clear + Text{"#Majora's Mask# holds", "Le #masque de Majora# détient", "la Máscara de Majora"} + ); }