Trapdoor gate (Closed) | |
This falls with trapdoors |
|
Element ID | 8 |
Layer | Room pieces |
First appears | Webfoot DROD |
Is brain visible | Yes |
Trapdoor gate (Opened) | |
An opened trapdoor gate |
|
Element ID | 70 |
Layer | Room pieces |
First appears | DROD 3.0 |
Is brain visible | No |
- For the DROD RPG element, see Doors (RPG).
Trapdoor gates, commonly called red doors, are one of the five gate types. Trapdoor gates will toggle when all the trapdoors in the room are dropped. Like trapdoors themselves, trapdoor gates will revert to their original state when the player leaves the room.
Description[]
Not much is known about the trapdoor gates except for the fact that they are one of the tools available for the architect to use when designing a dungeon.
Red doors exist in either an open state or a closed state. Open red doors function like floors, while closed red doors function like walls.
Behavior[]
- See the interactions page for a list of all interactions for this element.
- A toggled red door will revert to its original state if a new trapdoor is added by a citizen, an architect, or by the build scripting command.
- A closed door will pin a gentryii chain, while an open door will let a chain move freely.
- Seep can traverse closed red doors. If a door is opened while a seep is on it, the seep will be killed.
Scripting[]
Gates are directly affected by one script command: Wait for door to.
Command | Description |
---|---|
Close | Select a coordinate to check if the door there is closed. |
Open | Select a coordinate to check if the door there is open. |
This command is conjunctional with the _MyScript variables: _MyScriptX specifies the x-coordinate and _MyScriptY specifies the y-coordinate of the door being checked. The open/close argument cannot be modified with a variable.