Ghost: Difference between revisions

666 bytes added ,  24 December 2021
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no sign doesn't affect fire either
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m (no sign doesn't affect fire either)
 
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{{Infobox Game Tile
{{Infobox Tile
|name = Ghost
|image cc2 = [[File:Ghost_N.png]]<br/>[[File:Ghost_W.png]][[File:Ghost_S.png]][[File:Ghost_E.png]]
|image = [[Image:Ghost_N.png]]<br />[[Image:Ghost_W.png]][[Image:Ghost_S.png]][[Image:Ghost_E.png]]
|cc1 =
|cc2 = Yes
|cc2 = Yes
|cc1index  =
|multidirectional = Yes
|multidirectional = Yes
|moves = Yes
|moves = Yes
}}
}}
 
{{Otheruses4|the monster|the 119th level in [[Chip's Challenge 2|CC2]]|Ghost (CC2 level)}}
{{Otheruses4|the monster|the 119th level in CC2|Ghost (CC2 level)}}
 
The '''ghost''' is a type of [[monster]] introduced in [[Chip's Challenge 2]]. A ghost's movement functions similarly to a [[glider]]'s in that it will turn left at any acting [[wall]] tile, right if the left pathway is blocked, or backwards if both the left and right directions are blocked. However, ghosts will pass through most acting wall tiles, ignoring them completely. Their movement behavior is among the most complex in CC2, along with [[rover]]s.
The '''ghost''' is a type of [[monster]] introduced in [[Chip's Challenge 2]]. A ghost's movement functions similarly to a [[glider]]'s in that it will turn left at any acting [[wall]] tile, right if the left pathway is blocked, or backwards if both the left and right directions are blocked. However, ghosts will pass through most acting wall tiles, ignoring them completely. Their movement behavior is among the most complex in CC2, along with [[rover]]s.


== Ghost movement behavior ==
== Ghost movement behavior ==
Ghosts will pass through most tiles, ignoring them completely. These tiles include most [[wall]] tiles, obstacle tiles (aside from [[water]]), most floor-acting tiles (such as [[gender-only sign]]s), [[time tile]]s, [[dirt]], [[gravel]], [[hint]]s, [[Thief|thieves]], [[bonus flag]]s, [[swivel door]]s, [[lock]]s, [[railroad track]]s, the [[transmogrifier]], [[chip]]s, [[socket]]s, and [[exit]]s.  
Ghosts will pass through most tiles, ignoring them completely. These tiles include most [[wall]] tiles, obstacle tiles (aside from [[water]]), most floor-acting tiles (such as [[gender-only sign]]s), [[time modifier]]s, [[dirt]], [[gravel]], [[hint]]s, [[Thief|thieves]], [[bonus flag]]s, [[swivel door]]s, [[lock]]s, [[railroad track]]s, the [[transmogrifier]], [[chip]]s, [[socket]]s, and [[exit]]s.  


Ghosts are able to activate switches and buttons, including the [[yellow button]]. Ghosts can enter empty [[clone machine]]s, which renders them stuck and converts the cloners to ghost cloners. Ghosts can pick up and utilize every item, including every [[key]] except [[Red key|red]]. If a ghost picks up an item, it can utilize said item the same way [[Chip]] can. For instance, if a ghost picks up a [[blue key]] and then is directed into a [[blue lock]], it will open the door and use the key. Ghosts can also use [[teleport]]s in the same manner and will pick up [[yellow teleport|yellow teleports]] when possible. Should a ghost's inventory contain four items, it will drop the first item upon picking up a fifth. If the dropped item is a [[time bomb]], the item will remain inactive and is able to be picked up by [[Chip]] or [[Melinda]]. However, dropped [[bowling ball]]s do become active (and the ghost will probably "trip" over it and die).
Ghosts are able to activate switches and buttons, including the [[yellow button]]. Ghosts can enter empty [[clone machine]]s, which renders them stuck and converts the cloners to ghost cloners. Ghosts can pick up and utilize every item, including every [[key]] except [[Red key|red]]. If a ghost picks up an item, it can utilize said item the same way [[Chip]] can. For instance, if a ghost picks up a [[blue key]] and then is directed into a [[blue lock]], it will open the door and use the key. Ghosts can also use [[teleport]]s in the same manner and will pick up [[yellow teleport|yellow teleports]] when possible. Should a ghost's inventory contain four items, it will drop the first item upon picking up a fifth. If the dropped item is a [[time bomb]], the item will remain inactive and is able to be picked up by [[Chip]] or [[Melinda]]. However, dropped [[bowling ball]]s do become active (and the ghost will probably "trip" over it and die).
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Ghosts change their behavior when they pick up most kinds of [[boot]]s. If a ghost has [[fire boots]] and passes over [[fire]], the fire will turn to [[floor]]. With [[flippers]], a ghost can pass over [[water]] but will still avoid [[turtle]]s. With [[hiking boots]], a ghost will remove [[dirt]] when passing over. A ghost without [[ice skates]] will maintain walking speed (5 [[m/s]]) and reverse direction if it's on [[ice]] and collides with an acting wall (ghosts pass through ice corners). If the ghost has ice skates in the same situation, it will be trapped in place, similar to most creatures' interactions with [[railroad track]]s. Ghosts cannot lose their items to thieves.
Ghosts change their behavior when they pick up most kinds of [[boot]]s. If a ghost has [[fire boots]] and passes over [[fire]], the fire will turn to [[floor]]. With [[flippers]], a ghost can pass over [[water]] but will still avoid [[turtle]]s. With [[hiking boots]], a ghost will remove [[dirt]] when passing over. A ghost without [[ice skates]] will maintain walking speed (5 [[m/s]]) and reverse direction if it's on [[ice]] and collides with an acting wall (ghosts pass through ice corners). If the ghost has ice skates in the same situation, it will be trapped in place, similar to most creatures' interactions with [[railroad track]]s. Ghosts cannot lose their items to thieves.


Ghosts interact with many tiles differently if there are [[no sign]]s on them, regardless if they have the forbidden item. Generally, tiles that are acting walls to other monsters become acting walls to ghosts.
If a cell contains a [[no sign]] (regardless of what item is under it, or even none at all), an approaching ghost will use the [[rover]]'s collision rules when determining whether it can enter the cell, ''except'' that fire or a [[canopy]] will still not block it.  A ghost would thus be blocked by a normal [[wall]], a [[door]] for which it has no key, and so on, but would become able to pass over [[water]], a [[turtle]], or [[custom tile|custom floor]].  Ghosts will reveal [[hidden wall]]s and [[blue wall]]s under no signs (and then be blocked by them), but otherwise interactions take place as normal.  Only the initial attempt to enter the cell is affected; for example, a ghost becomes blocked by a [[thin wall]] on the edge facing it, but not on an edge it's trying to leave through. [[Recessed wall]]s are still not popped, and [[train track]]s and [[swivel door]]s are unaffected.
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