From 9ade84c6fe48ab928b939dda5aa02d0e741f05ff Mon Sep 17 00:00:00 2001 From: "Eevee (Evelyn Woods)" Date: Mon, 14 Dec 2020 23:20:46 -0700 Subject: [PATCH] Generally only lose if the real player dies, not a doppelganger --- js/tiletypes.js | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/js/tiletypes.js b/js/tiletypes.js index 36ec134..b925f41 100644 --- a/js/tiletypes.js +++ b/js/tiletypes.js @@ -604,7 +604,7 @@ const TILE_TYPES = { level.remove_tile(other); level.transmute_tile(me, 'water'); } - else if (other.type.is_player) { + else if (other.type.is_real_player) { level.fail('burned'); } else { @@ -630,7 +630,7 @@ const TILE_TYPES = { level.transmute_tile(other, 'splash'); level.transmute_tile(me, 'ice'); } - else if (other.type.is_player) { + else if (other.type.is_real_player) { level.fail('drowned'); } else { @@ -780,7 +780,7 @@ const TILE_TYPES = { else if (other.type.name === 'ghost' || other.type.name === 'blob') { // No effect } - else if (other.type.is_player) { + else if (other.type.is_real_player) { level.fail('slimed'); } else { @@ -799,7 +799,7 @@ const TILE_TYPES = { }, on_arrive(me, level, other) { level.remove_tile(me); - if (other.type.is_player) { + if (other.type.is_real_player) { level.fail('exploded'); } else { @@ -818,7 +818,7 @@ const TILE_TYPES = { } let lost = level.take_all_tools_from_actor(other); - if (other.type.is_player) { + if (other.type.is_real_player) { if (level.bonus_points > 0) { lost = true; } @@ -839,7 +839,7 @@ const TILE_TYPES = { } let lost = level.take_all_keys_from_actor(other); - if (other.type.is_player) { + if (other.type.is_real_player) { if (level.bonus_points > 0) { lost = true; } @@ -964,7 +964,7 @@ const TILE_TYPES = { is_required_chip: true, on_arrive(me, level, other) { level.remove_tile(me); - if (other.type.is_player) { + if (other.type.is_real_player) { level.fail('exploded'); } else { @@ -1305,7 +1305,7 @@ const TILE_TYPES = { // Note that blocks, fireballs, and anything with fire boots are immune // TODO would be neat if this understood "ignores anything with fire immunity" but that // might be a bit too high-level for this game - if (other.type.is_player) { + if (other.type.is_real_player) { level.fail('burned'); } else {