Change sand slowdown from 100% to 50%, and give it the gravel sound
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@ -924,7 +924,7 @@ export const TILE_DESCRIPTIONS = {
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},
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sand: {
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name: "Sand",
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desc: "Anything walking on it moves at half speed. Stops all blocks.",
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desc: "Anything walking on it moves 50% slower. Stops all blocks.",
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},
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grass: {
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name: "Grass",
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@ -1158,7 +1158,9 @@ export class Level extends LevelInterface {
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else if (terrain.type.name === 'popdown_floor') {
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this.sfx.play_once('step-popdown');
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}
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else if (terrain.type.name === 'gravel' || terrain.type.name === 'railroad') {
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else if (terrain.type.name === 'gravel' || terrain.type.name === 'railroad' ||
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terrain.type.name === 'sand' || terrain.type.name === 'grass')
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{
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this.sfx.play_once('step-gravel');
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}
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else if (terrain.type.name === 'water') {
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@ -1907,7 +1909,7 @@ export class Level extends LevelInterface {
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let terrain = goal_cell.get_terrain();
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let ignore = actor.ignores(terrain.type.name) || actor.slide_ignores(terrain.type.name);
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if (terrain.type.speed_factor && ! ignore) {
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speed /= terrain.type.speed_factor;
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speed *= terrain.type.speed_factor;
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}
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// Speed boots speed us up, UNLESS we're entering a terrain with a speed factor and an
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// unignored slide mode -- so e.g. we gain 2x on teleports, ice + ice skates, force floors +
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@ -56,7 +56,7 @@ function _define_force_floor(direction, opposite_type) {
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return {
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layer: LAYERS.terrain,
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slide_mode: 'force',
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speed_factor: 2,
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speed_factor: 0.5,
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allow_player_override: true,
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// Used by Lynx to prevent backwards overriding
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force_floor_direction: direction,
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@ -729,7 +729,7 @@ const TILE_TYPES = {
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sand: {
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layer: LAYERS.terrain,
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blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2,
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speed_factor: 0.5,
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speed_factor: 1.5,
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},
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grass: {
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// TODO should bugs leave if they have no other option...? that seems real hard.
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@ -759,7 +759,7 @@ const TILE_TYPES = {
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},
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dash_floor: {
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layer: LAYERS.terrain,
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speed_factor: 2,
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speed_factor: 0.5,
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},
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spikes: {
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layer: LAYERS.terrain,
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@ -919,7 +919,7 @@ const TILE_TYPES = {
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cracked_ice: {
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layer: LAYERS.terrain,
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slide_mode: 'ice',
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speed_factor: 2,
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speed_factor: 0.5,
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on_arrive(me, level, other) {
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level.schedule_actor_slide(other);
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},
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@ -932,7 +932,7 @@ const TILE_TYPES = {
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ice: {
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layer: LAYERS.terrain,
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slide_mode: 'ice',
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speed_factor: 2,
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speed_factor: 0.5,
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on_arrive(me, level, other) {
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level.schedule_actor_slide(other);
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},
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@ -941,7 +941,7 @@ const TILE_TYPES = {
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layer: LAYERS.terrain,
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thin_walls: new Set(['south', 'west']),
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slide_mode: 'ice',
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speed_factor: 2,
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speed_factor: 0.5,
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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let direction = {
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@ -957,7 +957,7 @@ const TILE_TYPES = {
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layer: LAYERS.terrain,
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thin_walls: new Set(['north', 'west']),
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slide_mode: 'ice',
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speed_factor: 2,
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speed_factor: 0.5,
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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let direction = {
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@ -973,7 +973,7 @@ const TILE_TYPES = {
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layer: LAYERS.terrain,
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thin_walls: new Set(['north', 'east']),
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slide_mode: 'ice',
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speed_factor: 2,
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speed_factor: 0.5,
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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let direction = {
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@ -989,7 +989,7 @@ const TILE_TYPES = {
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layer: LAYERS.terrain,
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thin_walls: new Set(['south', 'east']),
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slide_mode: 'ice',
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speed_factor: 2,
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speed_factor: 0.5,
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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let direction = {
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@ -1008,7 +1008,7 @@ const TILE_TYPES = {
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force_floor_all: {
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layer: LAYERS.terrain,
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slide_mode: 'force',
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speed_factor: 2,
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speed_factor: 0.5,
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allow_player_override: true,
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blocks(me, level, other) {
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return (level.compat.rff_blocks_monsters &&
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