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DeathLink #19

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Ijwu opened this issue Apr 2, 2022 · 1 comment · Fixed by #81
Closed

DeathLink #19

Ijwu opened this issue Apr 2, 2022 · 1 comment · Fixed by #81
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enhancement New feature or request good first issue Good for newcomers high priority Do this before working on lower priority items.
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@Ijwu
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Ijwu commented Apr 2, 2022

Implement DeathLink.

It should not eat your Geo if you die once and then get killed by DeathLink. If you already have a shade in the world then DeathLink should transfer all Geo from that shade to the new one.

@Ijwu Ijwu added enhancement New feature or request good first issue Good for newcomers high priority Do this before working on lower priority items. labels Apr 2, 2022
@dewiniaid
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I had some thoughts on this:

Deathlink shouldn't be a way to teleport your shade to a more convenient location. Nor should it be possible to permanently lose geo without legitimate deaths.

The idea I had is:

  • If you die normally, all normal shade mechanics apply -- geo loss, shade spawn, etc.
  • If you die due to Deathlink and all of the below are true, it is processed as a normal death:
    • A shade does not already exist
    • A shade spawn exists in the current scene. (This excludes shops)
    • The scene is not the lifeblood core room (Shades in that room spawn OOB and are unrecoverable; this is a Vanilla bug)
  • Otherwise, no shade is spawned and no geo is lost.

@dewiniaid dewiniaid self-assigned this Jun 18, 2022
@Ijwu Ijwu linked a pull request Jun 19, 2022 that will close this issue
@Ijwu Ijwu added this to the 0.1.0 milestone Jun 19, 2022
@Ijwu Ijwu moved this from Todo to In Progress in Hollow Knight Archipelago Jun 19, 2022
Repository owner moved this from In Progress to Done in Hollow Knight Archipelago Jun 29, 2022
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