Fixed a problem with edges when those are turned off (experimental not on)

Fixed a problem with standard requiring you to go through the tapestry backwards to save Zelda
Added debugging features to help figure out some bugs
This commit is contained in:
aerinon
2020-05-26 14:34:24 -06:00
parent 2d8d4ebf4a
commit 2b441134fe
11 changed files with 80 additions and 18 deletions

View File

@@ -1301,12 +1301,15 @@ class DROptions(Flag):
Eternal_Mini_Bosses = 0x01 # If on, GT minibosses marked as defeated when they try to spawn a heart
Town_Portal = 0x02 # If on, Players will start with mirror scroll
Map_Info = 0x04
Debug = 0x08
Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
# DATA GOES DOWN HERE
logical_connections = [
('Hyrule Dungeon North Abyss Catwalk Dropdown', 'Hyrule Dungeon North Abyss'),
('Hyrule Castle Throne Room Tapestry', 'Hyrule Castle Behind Tapestry'),
('Hyrule Castle Tapestry Backwards', 'Hyrule Castle Throne Room'),
('Sewers Secret Room Push Block', 'Sewers Secret Room Blocked Path'),
('Eastern Hint Tile Push Block', 'Eastern Hint Tile'),
('Eastern Map Balcony Hook Path', 'Eastern Map Room'),
@@ -1528,8 +1531,8 @@ open_edges = [
('Desert Main Lobby E Edge', 'Desert East Wing W Edge'),
('Desert East Wing N Edge', 'Desert Arrow Pot Corner S Edge'),
('Desert Arrow Pot Corner W Edge', 'Desert North Hall E Edge'),
('Desert North Hall W Edge', 'Desert Sandworm Corner S Edge'),
('Desert Sandworm Corner E Edge', 'Desert West Wing N Edge'),
('Desert West Wing N Edge', 'Desert Sandworm Corner S Edge'),
('Desert Sandworm Corner E Edge', 'Desert North Hall W Edge'),
('Thieves Lobby N Edge', 'Thieves Ambush S Edge'),
('Thieves Lobby NE Edge', 'Thieves Ambush SE Edge'),
('Thieves Ambush ES Edge', 'Thieves BK Corner WS Edge'),