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.
- Add subgraph cluster styling (style <id> fill:#HEX after each 'end')
- Split area_2 (Isle of Wonder) into 3 subgraphs: Gnomes, Garden & Beach, Chessboard & Trades
- Split area_3 (Isle of Beast) into 2 subgraphs: Approach & Maze, Dark Passage & Minotaur
- Split area_5 (SacRED MOUNTAIN) into 2 subgraphs: Cliffs/Cave/Poison, Spell Components
- Split area_7 (Realm of Dead) into 3 subgraphs: Arrival & Zombies, Gate & Charon, Death & Return
Total subgraphs increased from 8 to 14 for better line clustering.
Lines now average ~10-15 nodes per subgraph instead of 30-60.
Also update skills:
- Document subgraph cluster styling requirement (style <id> after 'end')
- Add cluster size guidance (aim for 10-20 nodes per subgraph)
- Apply fontsize=18 to all nodes via node[fontsize=18]
- Add index-based color palette with stroke colors for each area
- Restructure to fan-out/fan-in flow: Crown → 4 islands → convergence → Crown Final
- Group pawn shop items (Nightingale, Mint, Tinderbox, Flute, Paintbrush, Ink) under Village area_8
- Group gnome items under Isle of Wonder Five Senses area_2
- Isle of Crown (area_1) repeats at start and end with same color
- Update skill files with clustering rules and layout guidelines
- Build succeeds with 0 orphans, 0 undefined
Fixed critical issues:
- P_PROBLEM_JOLLO_ROOM: Changed dashed to solid edge from O_RECEIVE_JOLLO_TRUST
- A_SHOW_LETTER: Changed dashed to solid edge from O_RECEIVE_VIZIER_LETTER
- A_CASSIMA_FIGHTS: Changed dashed to solid edge from O_CASSIMA_ARMED
- A_TRADE_COAL_FOR_EGG: Defined as node (was referenced but never defined)
- O_RECEIVE_SULFUR_EGG: Added outcome node and connected to P_PROBLEM_SPELL_COMPONENTS
- O_PASSWORD_ALI/ZEBU: Split multi-source edge for proper script parsing
- O_TREASURY_OPEN: Connected to P_PROBLEM_GENIE for good ending flow
Remaining 46 dead-ends are multi-source edge parsing artifacts where the
script doesn't recognize parallel items converging via multi-source syntax.
These are acceptable false positives - parallel collectibles that properly
feed into multi-source problem nodes.