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Colors
Keys, door spends, and locks all have a color. In CEditor, the default color for these when first placed is white. You can use the color selector or the quickset key combination to set the currently focused component's color.
The colors White, Orange, Purple, Pink, Cyan, and Black have no special properties.
With a nonzero amount, Master-likes that are not forced can be "held" by pressing [X], where they will be used on the next available door you contact. If you have nonzero amounts of multiple Master-like colors, pressing [X] while holding any Master-like except the last will cycle the held Master-like to the next available color. The order is as the colors are described here. Master-likes can be used "from" any of the 4 axial directions (+, -, +i, -i) if you have a positive amount in that direction, and any use will cost one key from that direction. Master-likes that are forced will trigger in all available directions immediately upon contact with an available door, overriding held non-forced Master-likes. Master-likes cannot be used on doors with pure parts, or parts that share color with the Master-like.
- Master: With a nonzero amount, can be used on a door to subtract one door copy from the direction of the key.
- Quicksilver: With a nonzero amount, can be used on a door to open it, applying its cost and changing Glitch mimic, without checking locks or removing a copy, from the direction of the key. Mimic is set to the spend color.
- Dynamite: Forced. Each dynamite key "explodes" a door copy in its direction, costing it and subtracting the door copy in its direction. Upon contact with a door, an amount of dynamite keys will be exploded. If you have enough dynamite keys in the relevant directions to completely open a door, then the amount will be equal to the door's copies, fully opening the door. Otherwise, the amount exploded will be equal to the number of dynamite keys you have.
- Cosmic: With a positive amount, can be used on a door to star it, locking its openability, cost, Curse status, and mimics until it is unstarred from the use of a negative amount. Locks with Armaments are exempt from the starring.
The Aura effects do not apply to doors with parts of the respective Dark Aura color.
- Red: Removes the Frozen effect from doors when you have a positive number of real Red keys, and at least 1 more real Red key than real Maroon keys.
- Green: Removes the Eroded effect from doors when you have a positive number of real Green keys, and at least 5 more real Green keys than real Forest keys.
- Blue: Removes the Painted effect from doors when you have a positive number of real Blue keys, and at least 3 more real Blue keys than real Navy keys.
The Dark Aura effects do not apply to doors with parts of the respective Aura color.
- Maroon: Applies the Frozen effect to doors when you have a positive number of real Maroon keys, and at least 1 more real Maroon key than real Red keys.
- Forest: Applies the Eroded effect to doors when you have a positive number of real Forest keys, and at least 5 more real Forest keys than real Green keys.
- Navy: Applies the Painted effect to doors when you have a positive number of real Navy keys, and at least 3 more real Navy keys than real Blue keys.
Aura Breaking is equivalent to a normal open of a door, with all colors on the door interpreted to be the corresponding Aura Breaker Color, except that it does not set Glitch mimic. Doors colored entirely to an Aura Breaker Color cannot have the corresponding aura applied to them from Dark Aura.
- Ice: With a nonzero amount, all doors with a Frozen Aura and no other auras can be aura-broken by your Ice keys.
- Mud: With a nonzero amount, all doors with a Crumbled Aura and no other auras can be aura-broken by your Mud keys.
- Graffiti: With a nonzero amount, all doors with a Painted Aura and no other auras can be aura-broken by your Graffiti keys.
See Mimic
- Glitch: Whenever a door is opened, mimics the spend color.
- Error: Whenever a key is collected, mimics its color.
- Fire: Fire locks are always satisfied, unless they are negated.
- Water: Water locks on a door sum together, spending to your water key count, alongside the main spend of a door.
- Earth: Non-blast earth locks cost all earth keys.
- Air: If a lock is otherwise unsatisfied and you have a nonzero amount of air keys, it will be checked against your air keys instead. Such locks will also cost as if they were air colored.
- Brown: Starts Cursed by default.
- Pure: Immune to all effects. Cursing a door with Pure will not change its color, but instead disallow it from being cursed by any other color.
- Stone: This color currently has no special properties.
- None: Keys of this color do nothing. A key counter element of this color will display entirely blank. A lock of this color causes a crash (a focal point-like error) when checked to be unsatisfied (the key count checked will always be 0), and those checked to be satisfied will still not allow normal opens of the door. If there are other locks on the door/gate that are unsatisfied, the crash will not occur. Note that a gate is checked when the level is started and whenever any key count changes. Doors with none as a spend color cannot change none's key count, and cannot set glitch mimic to none.