Also expand the blue key MS compat flag to make keys never block
monsters; allow rovers to pass through score flags; and allow
doppelgängers to pause the clock.
Most prominently: the red/blue teeth now have slightly different
designs, as do the green/purple toggle walls, which should make them
more colorblind-friendly.
Also some other minor stuff.
Similar to a dirt block, but stores the first item it moves over, dropping it when destroyed and cloning it in a cloning machine. Has ice block/frame block collision. Turns into floor in water. Doesn't have dirt block immunities.
Now reads:
Conducts power (like a 4-way wire). While powered, destroys anything not wearing lightning boots (except dirt blocks)
And when you step on it with lightning boots it conducts power
And it's not on by default if it's just sitting on its own somewhere
e.g.
move a circuit block pointing to a transmogrifier: the transmogrifier stops moving unless it's powered
move it away: it goes back to always-on behaviour
I'll just have to make it so transmuting a trap to non-trap then back to trap might leave it in a weird amount-of-presses state if you do Shenanigans until I can think of a better solution
When placed atop an item, you must have that item to enter the tile. When you do, pay the item and destroy the item lock. Also can be placed on top of a bonus, and you must pay that amount of bonus to enter.
Similar to a dirt block, but rolls when pushed. Boulders transfer momentum to each other. Has ice block/frame block collision. Turns into gravel in water. Spreads slime.
Cracked Ice: Turns into water when something steps off of it (except ghosts).
Also had to implement slide_ignores/item_slide_ignores since I needed a way to ignore static aspects of the tile without preventing its functions from being called. there's probably a better way IDK