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Improve crumble block removal patches #465
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But why?
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My thought was it's cleaner in game as it actually removes the blocks lolenthe patches say, but I guess it's also a bit overkill for what it's doing. I can close this. |
You could say that maybe it is more intuitive for people who play the rando for the first time and they didnt read the default settings. |
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As mentioned: The description in the schema.json needs an update, too.
I leave it to you if you want to change it or not. It's not like I'm opposed but I also don't really see a reson to change it.
bmssd = editor.get_file(f"maps/levels/c10_samus/{scenario_name}/{scenario_name}.bmssd", Bmssd) | ||
for objects in object_group: | ||
# Disable the blocks | ||
bmsbk.raw["collision_cameras"][objects["cc_idx"]]["entries"].pop(objects["entry_idx"]) |
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I don't know all these files by heart but pop
looks like it is removing something instead of disable them?
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Yeah removing them from the "master list" makes them not exist.
_update_blocks(editor, object_group, scenario_name) | ||
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def _update_blocks(editor: PatcherEditor, object_group: typing.Any, scenario_name: str) -> None: |
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_remove_blocks
maybe?
I always think that patch
, update
etc. is changing something instead of completly removing something.
Well, but I guess that remove is also kind of an update.
I'm honestly unsure at this point if this is even worth doing. I'll leave this PR open for the time being. |
Decided this isn't worth doing at the moment. Could always revisit in the future depending on if we want to make an API to make edits for any block we want. |
Completely removes the blocks if the configurations are set, instead of having them never respawn.
Surface
Area 1
Fixes #427