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Floors make the ground above constructions the kid stands on. All
of them are hangable, except for NO_FLOOR
.
Code | Dungeon | Palace | Notes |
---|---|---|---|
NO_FLOOR 6 | This is an empty space. This is strictly traversable and uses no extension. | ||
FLOOR | ![]() | ![]() | This is a normal floor. This uses the item extension. |
BROKEN_FLOOR 7 | ![]() | ![]() | As soon as a falling LOOSE_FLOOR encounters a rigid
construction, it disappears replacing the rigid con’s top by a
BROKEN_FLOOR . In contrast, if it encounters a non-rigid
and non-traversable construction, it disappears breaking that
very con in case that’s breakable or otherwise replacing that
by a BROKEN_FLOOR . Finally, if it encounters a
non-rigid but traversable construction, it pass through,
breaking over the con in case that is not strictly traversable.
This uses no extension.
|
SKELETON_FLOOR | ![]() | ![]() | This behaves like FLOOR but uses no extension.
|
LOOSE_FLOOR 9 | ![]() | ![]() | This is rendered as FLOOR , but shakes as the kid hits the
ground, by falling (from above), or vertically jumping (from below).
If the kid hits near enough it’s released and falls. It might harm
the kid when falling over him. This is traversable,
depressible, a trap, dynamic and uses the
can’t fall extension.
|
SPIKES_FLOOR | ![]() | ![]() | Spikes come out of it, killing the kid if he falls or steps too fast over it. This is a trap, dynamic and uses the step extension (ranging from 0 to 9). This gets activated as soon as the kid is in the same room and place column, and in the same or higher floor without a wall in between. Guards can activate this as well. |
OPENER_FLOOR 10 | ![]() | ![]() | This may open one or more doors. This is depressible, dynamic, breakable and uses the event extension. |
CLOSER_FLOOR 11 | ![]() | ![]() | This may close one or more doors. This is depressible, dynamic, breakable and uses the event extension. |
STUCK_FLOOR 12 | ![]() | ![]() | This is rendered like a pressed CLOSER_FLOOR , but it can’t
be unpressed. This uses no extension.
|
HIDDEN_FLOOR 13 | This is rendered as NO_FLOOR , but as soon as the kid
presses it, it’s replaced by FLOOR . This is
depressible and uses no extension. |
The no floor con is called empty in the original game.
The broken floor is called debris in the original game.
The original game has no palace version of the skeleton floor.
The loose floor is called loose board in the original game.
The opener floor is called raise button in the original game.
The closer floor is called drop button in the original game.
The stuck floor is called stuck button in the original game.
The original game doesn’t have a
HIDDEN_FLOOR
construction by itself.
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