Reorder subgraphs to follow game progression, eliminating upward edges
The graph now follows the natural game flow: Crown (Start) → Wonder → Beast → Mists → Dead → Crown (Final) → END This eliminates the long upward edge from O_JOLLO_HELPS (originating in Beast Return) to the Castle Final area. Also adds back O_RECEIVE_COAL_IOM --> A_TRADE_COAL_FOR_EGG connection. Updates skill documentation with subgraph ordering guidance.
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@@ -275,6 +275,13 @@ end
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- **When to split**: If lines would stretch more than ~15 nodes vertically, create a new subgraph
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- **Trade-off**: More subgraphs with fewer nodes each is better than few subgraphs with long chains
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**Subgraph Ordering (CRITICAL)**:
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- **Order subgraphs to follow game progression**: Place subgraphs in the order the player encounters them
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- **Avoid upward edges**: If a node in subgraph A is used by a node in subgraph B, and B appears AFTER A in the game, subgraph B should come AFTER subgraph A in the file
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- **Eliminate backward dependencies**: Reorder subgraphs so edges flow downward (top-to-bottom), never upward
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- **Example of WRONG order**: If "Isle of Beast Return" (where Jollo's help originates) is placed AFTER "Isle of Crown Final" (where Jollo's help is used), edges must travel upward - this creates long confusing lines
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- **Correct order**: Crown → Wonder → Beast → Mists → Dead → Crown Final (matches game flow)
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#### Subgraph Styling Format
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Use this exact format for subgraph titles to ensure proper font size:
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@@ -16,7 +16,6 @@ flowchart TD
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O_RECEIVE_ROYAL_RING --> A_SHOW_RING_TO_GUARDS["A: Show Ring to Guards"]
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A_SHOW_RING_TO_GUARDS --> C1["C1: Meet Vizier, Kicked Out"]
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%% Village - Parallel paths
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C1 --> P_PROBLEM_PAWN_SHOP["P: Need Items from Pawn Shop"]
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C1 --> P_PROBLEM_NEED_MAP["P: Cannot Travel to Islands"]
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C1 --> P_PROBLEM_FERRYMAN["P: Need Ferry Info"]
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@@ -186,7 +185,7 @@ flowchart TD
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style area_3b fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
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%% =============================================================================
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%% ISLE OF THE BEAST - Return Visit (area_3 - same color)
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%% ISLE OF THE BEAST - Return Visit (area_3_return - light purple)
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%% =============================================================================
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subgraph area_3_return["**ISLE OF THE BEAST - Return**"]
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O_RECEIVE_SHIELD --> P_PROBLEM_ARCHER["P: Archer Statue Kills You"]
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@@ -198,7 +197,6 @@ flowchart TD
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P_PROBLEM_ROSE_HEDGE --> A_CUT_HEDGE["A: Cut Hedge with Scythe"]
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A_CUT_HEDGE --> C5["C5: Path to Beast Opens"]
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%% Beast's Domain
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C5 --> P_PROBLEM_MEET_BEAST["P: Meet the Beast"]
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P_PROBLEM_MEET_BEAST --> A_GIVE_WHITE_ROSE["A: Give White Rose"]
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A_GIVE_WHITE_ROSE --> O_BEAUTY_TRUSTS["O: Beauty's Trust Gained"]
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@@ -264,7 +262,7 @@ flowchart TD
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%% =============================================================================
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%% ISLE OF THE MISTS - Druids (area_4 - light green)
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%% =============================================================================
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subgraph area_4["**ISLE OF THE MISTS**"]
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subgraph area_4["**ISLE OF THE MISTS - Druids**"]
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O_RECEIVE_BABYS_TEARS & O_RECEIVE_MILK & O_RECEIVE_HUNTERS_LAMP & O_RECEIVE_SACRED_WATER & O_RECEIVE_ORACLE_VIAL --> A_CAST_RAIN_SPELL["A: Cast Rain Spell"]
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A_CAST_RAIN_SPELL --> O_RAIN_PROTECTION["O: Rain Protection"]
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@@ -343,10 +341,10 @@ flowchart TD
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A_SHOW_MIRROR_DEATH --> C10["C10: Death Cries, Parents Freed"]
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C10 --> C_RETURN["C_RETURN: Return to Isle of Crown"]
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end
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style area_7 fill:#E0F7FA,stroke:#00838F,stroke-width:3px
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style area_7c fill:#E0F7FA,stroke:#00838F,stroke-width:3px
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%% =============================================================================
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%% ISLE OF CROWN - Final Phase (area_1 - same blue, repeated)
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%% ISLE OF CROWN - Final Phase (area_1_final - light blue)
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%% =============================================================================
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subgraph area_1_final["**ISLE OF CROWN - Final**"]
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C_RETURN --> P_PROBLEM_ENTER_CASTLE["P: Cannot Enter Castle"]
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File diff suppressed because one or more lines are too long
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Before Width: | Height: | Size: 569 KiB After Width: | Height: | Size: 570 KiB |
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