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