From 094e94a69ce34a0053924b13b2c955627c41c316 Mon Sep 17 00:00:00 2001 From: "Timothy.Stiles" Date: Wed, 3 Mar 2021 13:33:13 +1100 Subject: [PATCH] for fun, let glass blocks pick up chips; let's see what happens? --- js/tiletypes.js | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/js/tiletypes.js b/js/tiletypes.js index cc1195b..7f45312 100644 --- a/js/tiletypes.js +++ b/js/tiletypes.js @@ -1324,14 +1324,15 @@ const TILE_TYPES = { can_reverse_on_railroad: true, movement_speed: 4, try_pickup_item(me, level) { - //suck up any item that ever CAN be picked up off of the floor (except hearts!) and put it in our encased_item slot (not an inventory since e.g. a glass block with red key can't unlock red doors) + //suck up any item that ever CAN be picked up off of the floor and put it in our encased_item slot (not an inventory since e.g. a glass block with red key can't unlock red doors) if (me.encased_item === null) { let item = me.cell.get_item(); let mod = me.cell.get_item_mod(); if (mod && mod.type.item_modifier === 'ignore') { return; } - if (item && !item.type.is_chip && item.type.item_priority !== undefined) { + //hmm, actually chips seem to work OK. Alright, why not then? + if (item /*&& !item.type.is_chip*/ && item.type.item_priority !== undefined) { level._set_tile_prop(me, 'encased_item', item.type.name); level.remove_tile(item); }