updated element description files to current version
authorHolger Schemel <info@artsoft.org>
Mon, 2 Mar 2015 18:13:16 +0000 (19:13 +0100)
committerHolger Schemel <info@artsoft.org>
Mon, 2 Mar 2015 18:13:16 +0000 (19:13 +0100)
225 files changed:
docs/elements/acid.txt [new file with mode: 0644]
docs/elements/acid_pool_bottom.txt [new file with mode: 0644]
docs/elements/acid_pool_bottomleft.txt [new file with mode: 0644]
docs/elements/acid_pool_bottomright.txt [new file with mode: 0644]
docs/elements/acid_pool_topleft.txt [new file with mode: 0644]
docs/elements/acid_pool_topright.txt [new file with mode: 0644]
docs/elements/amoeba_dead.txt [new file with mode: 0644]
docs/elements/amoeba_drop.txt [new file with mode: 0644]
docs/elements/amoeba_dry.txt [new file with mode: 0644]
docs/elements/amoeba_full.txt [new file with mode: 0644]
docs/elements/amoeba_to_diamond.txt [new file with mode: 0644]
docs/elements/amoeba_wet.txt [new file with mode: 0644]
docs/elements/any_element.txt [new file with mode: 0644]
docs/elements/arrow_down.txt [new file with mode: 0644]
docs/elements/arrow_left.txt [new file with mode: 0644]
docs/elements/arrow_right.txt [new file with mode: 0644]
docs/elements/arrow_up.txt [new file with mode: 0644]
docs/elements/balloon.txt [new file with mode: 0644]
docs/elements/balloon_switch_any.txt [new file with mode: 0644]
docs/elements/balloon_switch_down.txt [new file with mode: 0644]
docs/elements/balloon_switch_left.txt [new file with mode: 0644]
docs/elements/balloon_switch_none.txt [new file with mode: 0644]
docs/elements/balloon_switch_right.txt [new file with mode: 0644]
docs/elements/balloon_switch_up.txt [new file with mode: 0644]
docs/elements/bd_amoeba.txt
docs/elements/bd_butterfly.txt
docs/elements/bd_diamond.txt
docs/elements/bd_firefly.txt
docs/elements/bd_magic_wall.txt
docs/elements/bd_rock.txt [new file with mode: 0644]
docs/elements/biomaze.txt [new file with mode: 0644]
docs/elements/black_orb.txt [new file with mode: 0644]
docs/elements/bomb.txt
docs/elements/bug.txt
docs/elements/char.txt [new file with mode: 0644]
docs/elements/char_space.txt [new file with mode: 0644]
docs/elements/conveyor_belt.txt [new file with mode: 0644]
docs/elements/conveyor_belt_switch.txt [new file with mode: 0644]
docs/elements/crystal.txt [new file with mode: 0644]
docs/elements/current_ce_score.txt [new file with mode: 0644]
docs/elements/current_ce_value.txt [new file with mode: 0644]
docs/elements/custom.txt [new file with mode: 0644]
docs/elements/dark_yamyam.txt [new file with mode: 0644]
docs/elements/dc_gate_fake_gray.txt [new file with mode: 0644]
docs/elements/dc_gate_white.txt [new file with mode: 0644]
docs/elements/dc_gate_white_gray.txt [new file with mode: 0644]
docs/elements/dc_key_white.txt [new file with mode: 0644]
docs/elements/dc_landmine.txt [new file with mode: 0644]
docs/elements/dc_magic_wall.txt [new file with mode: 0644]
docs/elements/diamond.txt [new file with mode: 0644]
docs/elements/dragon.txt [new file with mode: 0644]
docs/elements/dx_supabomb.txt [new file with mode: 0644]
docs/elements/dynabomb_increase_number.txt [new file with mode: 0644]
docs/elements/dynabomb_increase_power.txt [new file with mode: 0644]
docs/elements/dynabomb_increase_size.txt [new file with mode: 0644]
docs/elements/dynamite.active.txt
docs/elements/dynamite.txt
docs/elements/em_exit_closed.txt [new file with mode: 0644]
docs/elements/em_exit_open.txt [new file with mode: 0644]
docs/elements/em_gate_1.txt [new file with mode: 0644]
docs/elements/em_gate_1_gray.txt [new file with mode: 0644]
docs/elements/em_gate_2.txt [new file with mode: 0644]
docs/elements/em_gate_2_gray.txt [new file with mode: 0644]
docs/elements/em_gate_3.txt [new file with mode: 0644]
docs/elements/em_gate_3_gray.txt [new file with mode: 0644]
docs/elements/em_gate_4.txt [new file with mode: 0644]
docs/elements/em_gate_4_gray.txt [new file with mode: 0644]
docs/elements/em_key_1.txt [new file with mode: 0644]
docs/elements/em_key_2.txt [new file with mode: 0644]
docs/elements/em_key_3.txt [new file with mode: 0644]
docs/elements/em_key_4.txt [new file with mode: 0644]
docs/elements/em_steel_exit_closed.txt [new file with mode: 0644]
docs/elements/em_steel_exit_open.txt [new file with mode: 0644]
docs/elements/emc_android.txt [new file with mode: 0644]
docs/elements/emc_dripper.txt [new file with mode: 0644]
docs/elements/emc_fake_acid.txt [new file with mode: 0644]
docs/elements/emc_fake_grass.txt [new file with mode: 0644]
docs/elements/emc_gate_5.txt [new file with mode: 0644]
docs/elements/emc_gate_5_gray.txt [new file with mode: 0644]
docs/elements/emc_gate_6.txt [new file with mode: 0644]
docs/elements/emc_gate_6_gray.txt [new file with mode: 0644]
docs/elements/emc_gate_7.txt [new file with mode: 0644]
docs/elements/emc_gate_7_gray.txt [new file with mode: 0644]
docs/elements/emc_gate_8.txt [new file with mode: 0644]
docs/elements/emc_gate_8_gray.txt [new file with mode: 0644]
docs/elements/emc_grass.txt [new file with mode: 0644]
docs/elements/emc_key_5.txt [new file with mode: 0644]
docs/elements/emc_key_6.txt [new file with mode: 0644]
docs/elements/emc_key_7.txt [new file with mode: 0644]
docs/elements/emc_key_8.txt [new file with mode: 0644]
docs/elements/emc_magic_ball.txt [new file with mode: 0644]
docs/elements/emc_magic_ball_switch.txt [new file with mode: 0644]
docs/elements/emc_plant.txt [new file with mode: 0644]
docs/elements/emc_spring_bumper.txt [new file with mode: 0644]
docs/elements/emerald.txt [new file with mode: 0644]
docs/elements/envelope.txt [new file with mode: 0644]
docs/elements/exit_closed.txt
docs/elements/expandable_wall.txt [new file with mode: 0644]
docs/elements/expandable_wall_any.txt [new file with mode: 0644]
docs/elements/expandable_wall_horizontal.txt [new file with mode: 0644]
docs/elements/expandable_wall_vertical.txt [new file with mode: 0644]
docs/elements/extra_time.txt [new file with mode: 0644]
docs/elements/frankie.txt [new file with mode: 0644]
docs/elements/from_level_template.txt [new file with mode: 0644]
docs/elements/game_of_life.txt [new file with mode: 0644]
docs/elements/gate_1.txt [new file with mode: 0644]
docs/elements/gate_1_gray.txt [new file with mode: 0644]
docs/elements/gate_2.txt [new file with mode: 0644]
docs/elements/gate_2_gray.txt [new file with mode: 0644]
docs/elements/gate_3.txt [new file with mode: 0644]
docs/elements/gate_3_gray.txt [new file with mode: 0644]
docs/elements/gate_4.txt [new file with mode: 0644]
docs/elements/gate_4_gray.txt [new file with mode: 0644]
docs/elements/group.txt [new file with mode: 0644]
docs/elements/invisible_sand.txt [new file with mode: 0644]
docs/elements/invisible_steelwall.txt [new file with mode: 0644]
docs/elements/invisible_wall.txt
docs/elements/key_1.txt [new file with mode: 0644]
docs/elements/key_2.txt [new file with mode: 0644]
docs/elements/key_3.txt [new file with mode: 0644]
docs/elements/key_4.txt [new file with mode: 0644]
docs/elements/lamp.active.txt [new file with mode: 0644]
docs/elements/lamp.txt [new file with mode: 0644]
docs/elements/landmine.txt [new file with mode: 0644]
docs/elements/light_switch.active.txt [new file with mode: 0644]
docs/elements/light_switch.txt [new file with mode: 0644]
docs/elements/magic_wall.txt
docs/elements/mole.txt [new file with mode: 0644]
docs/elements/next_ce.txt [new file with mode: 0644]
docs/elements/nut.txt
docs/elements/pacman.txt [new file with mode: 0644]
docs/elements/pearl.txt [new file with mode: 0644]
docs/elements/penguin.txt [new file with mode: 0644]
docs/elements/pig.txt [new file with mode: 0644]
docs/elements/player_1.txt [new file with mode: 0644]
docs/elements/player_2.txt [new file with mode: 0644]
docs/elements/player_3.txt [new file with mode: 0644]
docs/elements/player_4.txt [new file with mode: 0644]
docs/elements/prev_ce.txt [new file with mode: 0644]
docs/elements/quicksand_empty.txt
docs/elements/quicksand_fast_empty.txt [new file with mode: 0644]
docs/elements/quicksand_fast_full.txt [new file with mode: 0644]
docs/elements/robot.txt
docs/elements/robot_wheel.txt
docs/elements/rock.txt [new file with mode: 0644]
docs/elements/sand.txt [new file with mode: 0644]
docs/elements/satellite.txt [new file with mode: 0644]
docs/elements/self.txt [new file with mode: 0644]
docs/elements/shield_deadly.txt [new file with mode: 0644]
docs/elements/shield_normal.txt [new file with mode: 0644]
docs/elements/sign.txt [new file with mode: 0644]
docs/elements/sokoban_field_empty.txt [new file with mode: 0644]
docs/elements/sokoban_field_full.txt [new file with mode: 0644]
docs/elements/sokoban_field_player.txt [new file with mode: 0644]
docs/elements/sokoban_object.txt [new file with mode: 0644]
docs/elements/sp_base.txt [new file with mode: 0644]
docs/elements/sp_buggy_base.txt [new file with mode: 0644]
docs/elements/sp_chip_bottom.txt [new file with mode: 0644]
docs/elements/sp_chip_left.txt [new file with mode: 0644]
docs/elements/sp_chip_right.txt [new file with mode: 0644]
docs/elements/sp_chip_single.txt [new file with mode: 0644]
docs/elements/sp_chip_top.txt [new file with mode: 0644]
docs/elements/sp_disk_orange.txt [new file with mode: 0644]
docs/elements/sp_disk_red.txt [new file with mode: 0644]
docs/elements/sp_disk_yellow.txt [new file with mode: 0644]
docs/elements/sp_electron.txt [new file with mode: 0644]
docs/elements/sp_exit_closed.txt [new file with mode: 0644]
docs/elements/sp_gravity_off_port.txt [new file with mode: 0644]
docs/elements/sp_gravity_on_port.txt [new file with mode: 0644]
docs/elements/sp_gravity_port.txt [new file with mode: 0644]
docs/elements/sp_hardware_base_1.txt [new file with mode: 0644]
docs/elements/sp_hardware_base_2.txt [new file with mode: 0644]
docs/elements/sp_hardware_base_3.txt [new file with mode: 0644]
docs/elements/sp_hardware_base_4.txt [new file with mode: 0644]
docs/elements/sp_hardware_base_5.txt [new file with mode: 0644]
docs/elements/sp_hardware_base_6.txt [new file with mode: 0644]
docs/elements/sp_hardware_blue.txt [new file with mode: 0644]
docs/elements/sp_hardware_gray.txt [new file with mode: 0644]
docs/elements/sp_hardware_green.txt [new file with mode: 0644]
docs/elements/sp_hardware_red.txt [new file with mode: 0644]
docs/elements/sp_hardware_yellow.txt [new file with mode: 0644]
docs/elements/sp_infotron.txt [new file with mode: 0644]
docs/elements/sp_murphy.txt [new file with mode: 0644]
docs/elements/sp_port.txt [new file with mode: 0644]
docs/elements/sp_port_any.txt [new file with mode: 0644]
docs/elements/sp_port_horizontal.txt [new file with mode: 0644]
docs/elements/sp_port_vertical.txt [new file with mode: 0644]
docs/elements/sp_sniksnak.txt [new file with mode: 0644]
docs/elements/sp_terminal.txt [new file with mode: 0644]
docs/elements/sp_zonk.txt [new file with mode: 0644]
docs/elements/spaceship.txt
docs/elements/speed_pill.txt [new file with mode: 0644]
docs/elements/spring.txt [new file with mode: 0644]
docs/elements/steel_char.txt [new file with mode: 0644]
docs/elements/steel_exit_closed.txt [new file with mode: 0644]
docs/elements/steel_exit_open.txt [new file with mode: 0644]
docs/elements/steelwall.txt [new file with mode: 0644]
docs/elements/steelwall_slippery.txt [new file with mode: 0644]
docs/elements/stoneblock.txt [new file with mode: 0644]
docs/elements/switchgate.txt [new file with mode: 0644]
docs/elements/switchgate_switch.txt [new file with mode: 0644]
docs/elements/time_orb_empty.txt [new file with mode: 0644]
docs/elements/time_orb_full.txt [new file with mode: 0644]
docs/elements/timegate_closed.txt [new file with mode: 0644]
docs/elements/timegate_open.txt [new file with mode: 0644]
docs/elements/timegate_switch.txt [new file with mode: 0644]
docs/elements/trap.txt [new file with mode: 0644]
docs/elements/trigger_ce_score.txt [new file with mode: 0644]
docs/elements/trigger_ce_value.txt [new file with mode: 0644]
docs/elements/trigger_element.txt [new file with mode: 0644]
docs/elements/trigger_player.txt [new file with mode: 0644]
docs/elements/tube.txt [new file with mode: 0644]
docs/elements/unknown.txt [new file with mode: 0644]
docs/elements/unused.txt [new file with mode: 0644]
docs/elements/wall.txt [new file with mode: 0644]
docs/elements/wall_bd_diamond.txt
docs/elements/wall_crystal.txt
docs/elements/wall_diamond.txt
docs/elements/wall_emerald.txt
docs/elements/wall_emerald_purple.txt
docs/elements/wall_emerald_red.txt
docs/elements/wall_emerald_yellow.txt
docs/elements/wall_pearl.txt
docs/elements/wall_slippery.txt [new file with mode: 0644]
docs/elements/yamyam.txt

diff --git a/docs/elements/acid.txt b/docs/elements/acid.txt
new file mode 100644 (file)
index 0000000..a70ee36
--- /dev/null
@@ -0,0 +1,4 @@
+Things that fall into acid will be destroyed. If the player touches acid from
+the bottom or sides, he will die (although acid tends to look ugly if not
+enclosed in a pool). Most animate objects have a checkbox that determines
+whether or not they will move into acid.
diff --git a/docs/elements/acid_pool_bottom.txt b/docs/elements/acid_pool_bottom.txt
new file mode 100644 (file)
index 0000000..30db84a
--- /dev/null
@@ -0,0 +1 @@
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
diff --git a/docs/elements/acid_pool_bottomleft.txt b/docs/elements/acid_pool_bottomleft.txt
new file mode 100644 (file)
index 0000000..30db84a
--- /dev/null
@@ -0,0 +1 @@
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
diff --git a/docs/elements/acid_pool_bottomright.txt b/docs/elements/acid_pool_bottomright.txt
new file mode 100644 (file)
index 0000000..30db84a
--- /dev/null
@@ -0,0 +1 @@
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
diff --git a/docs/elements/acid_pool_topleft.txt b/docs/elements/acid_pool_topleft.txt
new file mode 100644 (file)
index 0000000..30db84a
--- /dev/null
@@ -0,0 +1 @@
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
diff --git a/docs/elements/acid_pool_topright.txt b/docs/elements/acid_pool_topright.txt
new file mode 100644 (file)
index 0000000..30db84a
--- /dev/null
@@ -0,0 +1 @@
+Acid pool walls are equivalent to steel walls, except some of them are rounded.
diff --git a/docs/elements/amoeba_dead.txt b/docs/elements/amoeba_dead.txt
new file mode 100644 (file)
index 0000000..a4f00cb
--- /dev/null
@@ -0,0 +1,2 @@
+Dead ameoba won't grow, but it still retains its enemy-killing powers.
+It is often used as a wall that needs to be cleared by bugs, pacmen, etc.
diff --git a/docs/elements/amoeba_drop.txt b/docs/elements/amoeba_drop.txt
new file mode 100644 (file)
index 0000000..3539490
--- /dev/null
@@ -0,0 +1,2 @@
+An amoeba drop will become a dripping amoeba when it lands.
+It would be wise to stay out from underneath these things.
diff --git a/docs/elements/amoeba_dry.txt b/docs/elements/amoeba_dry.txt
new file mode 100644 (file)
index 0000000..49b67b4
--- /dev/null
@@ -0,0 +1,6 @@
+This is regular amoeba. If, when it attempt to grow, it is blocked in all
+directions by something other than the player, it will die. Amoeba will kill
+any bugs, flies, or spaceships that touch it.
+
+The amoeba growth value is the same for all types of amoeba.
+Amoeba will take between 0 and [25/(1-value)] seconds to attempt to grow.
diff --git a/docs/elements/amoeba_full.txt b/docs/elements/amoeba_full.txt
new file mode 100644 (file)
index 0000000..47cb8e4
--- /dev/null
@@ -0,0 +1,4 @@
+When this amoeba is completely surrounded, it gradually turns into the
+specified content.
+
+All amoeba types must share the same settings.
diff --git a/docs/elements/amoeba_to_diamond.txt b/docs/elements/amoeba_to_diamond.txt
new file mode 100644 (file)
index 0000000..79e65fe
--- /dev/null
@@ -0,0 +1 @@
+The "amoeba_to_diamond" element is a runtime element and should be removed here.
diff --git a/docs/elements/amoeba_wet.txt b/docs/elements/amoeba_wet.txt
new file mode 100644 (file)
index 0000000..7b2275d
--- /dev/null
@@ -0,0 +1,5 @@
+Dripping amoeba will grow in drops, and will not die even if surrounded.
+Amoeba will kill any bugs, flies, or spaceships that touch it.
+
+The amoeba growth value is the same for all types of amoeba.
+Amoeba will take between 0 and [25/(1-value)] seconds to attempt to grow.
diff --git a/docs/elements/any_element.txt b/docs/elements/any_element.txt
new file mode 100644 (file)
index 0000000..6f78385
--- /dev/null
@@ -0,0 +1 @@
+This is a reference element that matches all (standard or custom) elements.
diff --git a/docs/elements/arrow_down.txt b/docs/elements/arrow_down.txt
new file mode 100644 (file)
index 0000000..7eccd6c
--- /dev/null
@@ -0,0 +1,2 @@
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
diff --git a/docs/elements/arrow_left.txt b/docs/elements/arrow_left.txt
new file mode 100644 (file)
index 0000000..7eccd6c
--- /dev/null
@@ -0,0 +1,2 @@
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
diff --git a/docs/elements/arrow_right.txt b/docs/elements/arrow_right.txt
new file mode 100644 (file)
index 0000000..7eccd6c
--- /dev/null
@@ -0,0 +1,2 @@
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
diff --git a/docs/elements/arrow_up.txt b/docs/elements/arrow_up.txt
new file mode 100644 (file)
index 0000000..7eccd6c
--- /dev/null
@@ -0,0 +1,2 @@
+This acts as an average wall.
+Although it looks round, objects do not slide off it.
diff --git a/docs/elements/balloon.txt b/docs/elements/balloon.txt
new file mode 100644 (file)
index 0000000..4d63047
--- /dev/null
@@ -0,0 +1,2 @@
+Balloons can be pushed by the player. Their more useful properties are only
+available in conjection with the wind switches.
diff --git a/docs/elements/balloon_switch_any.txt b/docs/elements/balloon_switch_any.txt
new file mode 100644 (file)
index 0000000..9e369dc
--- /dev/null
@@ -0,0 +1,7 @@
+Pressing this switch in a certain direction will cause all balloons and custom
+elements that react on wind in this level to constantly move in that direction
+if possible until another wind switch is pressed.
+
+The balloons may still be pushed in any direction, including against their
+automatic movement direction, but they will try to move in the appropriate
+wind direction whenever they can.
diff --git a/docs/elements/balloon_switch_down.txt b/docs/elements/balloon_switch_down.txt
new file mode 100644 (file)
index 0000000..ace0670
--- /dev/null
@@ -0,0 +1,3 @@
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
diff --git a/docs/elements/balloon_switch_left.txt b/docs/elements/balloon_switch_left.txt
new file mode 100644 (file)
index 0000000..ace0670
--- /dev/null
@@ -0,0 +1,3 @@
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
diff --git a/docs/elements/balloon_switch_none.txt b/docs/elements/balloon_switch_none.txt
new file mode 100644 (file)
index 0000000..00c52d7
--- /dev/null
@@ -0,0 +1,3 @@
+Pressing this switch will turn the wind off, stopping all moving balloons or
+other elements that are affected by wind (like custom elements that move in
+wind direction).
diff --git a/docs/elements/balloon_switch_right.txt b/docs/elements/balloon_switch_right.txt
new file mode 100644 (file)
index 0000000..ace0670
--- /dev/null
@@ -0,0 +1,3 @@
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
diff --git a/docs/elements/balloon_switch_up.txt b/docs/elements/balloon_switch_up.txt
new file mode 100644 (file)
index 0000000..ace0670
--- /dev/null
@@ -0,0 +1,3 @@
+No matter from which direction you push this wind switch, the balloons and all
+other elements affected by wind direction will only move to the indicated wind
+direction.
index 0eea6e2..47016a6 100644 (file)
@@ -1,4 +1,7 @@
 The BD style amoeba has some special properties: When it is completely
-surrounded by boulders, it turns to diamonds. But if this cannot be
-achieved in a certain amount of time, this amoeba turns to boulders
-instead.
+surrounded, it instantly turns into the specified content. But if this
+cannot be achieved in a certain amount of time, this amoeba instantly
+turns to BD boulders instead. BD amoeba is the only amoeba that can be
+smothered by the player.
+
+All amoeba types must share the same settings.
index 1eadc59..ac23f35 100644 (file)
@@ -1,2 +1,6 @@
-BD style butterflies always try to follow the right side of a wall
-or other elements. Touching them is deadly.
+Butterflies always try to follow the right side of a wall or other elements.
+Touching them is deadly.
+
+They will explode in 9 BD style diamonds if smashed by a rock or BD style
+diamond. If dynabombed, they will become one BD style diamond.
+Other explosions simply destroy them.
index 7a624fc..a719dc3 100644 (file)
@@ -1,2 +1,2 @@
-BD style levels require a certain amount of these diamonds to be
-collected to complete the level.
+BD style levels require a certain amount of these diamonds to be collected
+to complete the level.
index d711e94..564dc2f 100644 (file)
@@ -1,2 +1,4 @@
-BD style fireflies always try to follow the left side of a wall
-or other elements. Touching them is deadly.
+Fireflies always try to follow the left side of a wall or other elements.
+Touching them is deadly.
+
+Fireflies can be smashed by BD style diamonds in addition to rocks.
index b0961d7..3800be9 100644 (file)
@@ -1,4 +1,7 @@
-This is a (BD style) magic wall. It gets activated for a limited
-time by certain elements that fall on it. Objects falling though
-it will be changed to other objects. After it has stopped running,
-it cannot be activated again.
+This is a (BD style) magic wall. It gets activated for about 10 seconds by
+rocks or gems that fall on it. Rocks that fall through it become BD style
+diamonds, and gems that fall through it become BD style rocks. After it has
+stopped running, it cannot be activated again.
+
+All BD magic walls run on the same timer; however, regular magic walls run
+on a seperate timer.
diff --git a/docs/elements/bd_rock.txt b/docs/elements/bd_rock.txt
new file mode 100644 (file)
index 0000000..1198013
--- /dev/null
@@ -0,0 +1,2 @@
+This is a BD style rock. It's not much different from a regular rock,
+but it can be jump-pushed by snapping it.
diff --git a/docs/elements/biomaze.txt b/docs/elements/biomaze.txt
new file mode 100644 (file)
index 0000000..cf9fa08
--- /dev/null
@@ -0,0 +1,3 @@
+The Biomaze is a variant of the Game of Life that tends to make crazy mazes.
+The players don't count as cells with Biomaze. Watch those corners; it may
+take annoyingly long for the corners to clear up.
diff --git a/docs/elements/black_orb.txt b/docs/elements/black_orb.txt
new file mode 100644 (file)
index 0000000..aeadc30
--- /dev/null
@@ -0,0 +1,3 @@
+Black Orb Bombs are floating explosives. They cannot be set off by anything
+other than another explosion, but once set off, a chain of them will explode
+at lightning speed!
index ee2c01f..d5d0659 100644 (file)
@@ -1,2 +1,2 @@
 Bombs can be blown up either by throwing them down or by dropping
-a rock on them.
+a rock on them. Bombs caught in an explosion explode themselves.
index 052891e..c21a098 100644 (file)
@@ -1,2 +1,5 @@
 Bugs always try to follow the right side of a wall
 or other elements. Touching them is deadly.
+
+Bugs will explode into a diamond surrounded by 8 emeralds,
+even when caught in other explosions!
diff --git a/docs/elements/char.txt b/docs/elements/char.txt
new file mode 100644 (file)
index 0000000..9a61455
--- /dev/null
@@ -0,0 +1 @@
+Letter walls are like normal walls, except they can spell out words.
diff --git a/docs/elements/char_space.txt b/docs/elements/char_space.txt
new file mode 100644 (file)
index 0000000..e6c4678
--- /dev/null
@@ -0,0 +1,4 @@
+The space character is tricky. It's basically like an invisible normal wall,
+but it won't light up when a light switch is flicked on.
+
+Watch out for these in the editor; they can often be confused for empty space.
diff --git a/docs/elements/conveyor_belt.txt b/docs/elements/conveyor_belt.txt
new file mode 100644 (file)
index 0000000..0e39f93
--- /dev/null
@@ -0,0 +1,3 @@
+Conveyor belts will move around any object that can fall. The edges of the
+belts aren't round, they just make your belt nicer. Each colored switch
+controls all of that color conveyor belt. Belts can be made of multiple colors.
diff --git a/docs/elements/conveyor_belt_switch.txt b/docs/elements/conveyor_belt_switch.txt
new file mode 100644 (file)
index 0000000..89ae82f
--- /dev/null
@@ -0,0 +1,4 @@
+Pressing against this switch turns conveyor belts on and off.
+If it starts off, it will toggle from off to left to off to right.
+Switches (and therefore their belts) may also start turned on
+to the right or left.
diff --git a/docs/elements/crystal.txt b/docs/elements/crystal.txt
new file mode 100644 (file)
index 0000000..87fa244
--- /dev/null
@@ -0,0 +1 @@
+Crystals are indestructable and are worth a whopping 8 emeralds!
diff --git a/docs/elements/current_ce_score.txt b/docs/elements/current_ce_score.txt
new file mode 100644 (file)
index 0000000..cf546a9
--- /dev/null
@@ -0,0 +1,4 @@
+This can be used in custom element programming to refer to the CE score of the
+current element, but interpreted as an element itself (if the CE score was set
+to an element earlier).
+Don't use this element directly in your level.
diff --git a/docs/elements/current_ce_value.txt b/docs/elements/current_ce_value.txt
new file mode 100644 (file)
index 0000000..69271f0
--- /dev/null
@@ -0,0 +1,4 @@
+This can be used in custom element programming to refer to the CE value of the
+current element, but interpreted as an element itself (if the CE value was set
+to an element earlier).
+Don't use this element directly in your level.
diff --git a/docs/elements/custom.txt b/docs/elements/custom.txt
new file mode 100644 (file)
index 0000000..ec7571e
--- /dev/null
@@ -0,0 +1,9 @@
+Custom elements can be configured to have user-defined properties, to behave in
+their own special way, to interact with other elements, to change their
+behaviour on certain conditions (by changing into other custom elements with
+different properties) or to trigger actions that influence the game.
+
+Each level has its own set of custom elements. To use the same custom elements
+within one level set, use the "copy and paste" functions or use "save as
+template" and "use template" to use the same custom elements from a single level
+template for all levels of a set.
diff --git a/docs/elements/dark_yamyam.txt b/docs/elements/dark_yamyam.txt
new file mode 100644 (file)
index 0000000..2ac5fc4
--- /dev/null
@@ -0,0 +1,2 @@
+The Dark Yam Yam doesn't contain anything, but it can devour just about
+anything, including dirt, gems, amoeba, enemies... and especially players!
diff --git a/docs/elements/dc_gate_fake_gray.txt b/docs/elements/dc_gate_fake_gray.txt
new file mode 100644 (file)
index 0000000..f97f949
--- /dev/null
@@ -0,0 +1,4 @@
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
+
+This door is special in that there is no key at all to open it.
diff --git a/docs/elements/dc_gate_white.txt b/docs/elements/dc_gate_white.txt
new file mode 100644 (file)
index 0000000..7698167
--- /dev/null
@@ -0,0 +1,3 @@
+You may only walk over a white gate if you have collected a white key.
+
+For each time to pass a white gate, you need to collect a white key.
diff --git a/docs/elements/dc_gate_white_gray.txt b/docs/elements/dc_gate_white_gray.txt
new file mode 100644 (file)
index 0000000..0c5b059
--- /dev/null
@@ -0,0 +1,2 @@
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
diff --git a/docs/elements/dc_key_white.txt b/docs/elements/dc_key_white.txt
new file mode 100644 (file)
index 0000000..a6014d0
--- /dev/null
@@ -0,0 +1,6 @@
+You need a white key to pass through a white gate.
+
+For each time to pass a white gate, you need to collect another white key.
+
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
diff --git a/docs/elements/dc_landmine.txt b/docs/elements/dc_landmine.txt
new file mode 100644 (file)
index 0000000..c069908
--- /dev/null
@@ -0,0 +1,4 @@
+If you run into a land mine, you die.
+This type of land mine can be removed by snapping.
+Otherwise, it's a normal, destructible wall
+that just happens to look kinda like dirt.
diff --git a/docs/elements/dc_magic_wall.txt b/docs/elements/dc_magic_wall.txt
new file mode 100644 (file)
index 0000000..084d69d
--- /dev/null
@@ -0,0 +1,8 @@
+This is a (DC style) magic wall. It gets activated for a limited
+time by rocks or gems that fall on it. Objects falling though
+it will be changed to other objects. After it has stopped running,
+it cannot be activated again.
+
+The duration is expressed in seconds. A duration of zero will let the wall
+run forever. All regular magic walls run together; however, BD style magic
+walls have a separate counter.
diff --git a/docs/elements/diamond.txt b/docs/elements/diamond.txt
new file mode 100644 (file)
index 0000000..c1bc3fb
--- /dev/null
@@ -0,0 +1 @@
+Diamonds are worth 3 gems, but unlike emeralds, they can be crushed by rocks.
diff --git a/docs/elements/dragon.txt b/docs/elements/dragon.txt
new file mode 100644 (file)
index 0000000..0b146f8
--- /dev/null
@@ -0,0 +1,5 @@
+The fearsome dragon is completely harmless to the player; even their firey
+breath won't faze him. Dragons wander about aimlessly and will breathe fire
+if they aren't trapped, producing effects similar to explosions. Getting them
+to do something useful can be quite a challenge in a space bigger than 4 or 5
+squares.
diff --git a/docs/elements/dx_supabomb.txt b/docs/elements/dx_supabomb.txt
new file mode 100644 (file)
index 0000000..2138f3d
--- /dev/null
@@ -0,0 +1 @@
+The stable bomb won't roll or have other objects roll off it.
diff --git a/docs/elements/dynabomb_increase_number.txt b/docs/elements/dynabomb_increase_number.txt
new file mode 100644 (file)
index 0000000..527fbed
--- /dev/null
@@ -0,0 +1,8 @@
+Dynabombs are an infinite supply of bombs that the player can drop at any time
+he doesn't have anything else to drop. They explode in a cross shaped pattern,
+and may have strange results when they kill enemies. (For example, Yam Yams
+will only give off the center element of their pattern.)
+
+This pick-up will increase the number of Dynabombs the player can put on the
+field at one time. This number starts at zero, so the player must pick up one
+of these to use Dynabombs.
diff --git a/docs/elements/dynabomb_increase_power.txt b/docs/elements/dynabomb_increase_power.txt
new file mode 100644 (file)
index 0000000..73817a8
--- /dev/null
@@ -0,0 +1,8 @@
+Dynabombs are an infinite supply of bombs that the player can drop at any time
+he doesn't have anything else to drop. They explode in a cross shaped pattern,
+and may have strange results when they kill enemies. (For example, Yam Yams
+will only give off the center element of their pattern.)
+
+This pickup allows Dynabomb explosions to destroy brick walls, rather than
+stopping at the first wall. Picking up 2 of these will only get you extra
+points.
diff --git a/docs/elements/dynabomb_increase_size.txt b/docs/elements/dynabomb_increase_size.txt
new file mode 100644 (file)
index 0000000..e0d6497
--- /dev/null
@@ -0,0 +1,7 @@
+Dynabombs are an infinite supply of bombs that the player can drop at any time
+he doesn't have anything else to drop. They explode in a cross shaped pattern,
+and may have strange results when they kill enemies. (For example, Yam Yams
+will only give off the center element of their pattern.)
+
+This pickup increases the length of the explosion.
+At first, the explosion only reaches one square in each direction.
index f5491bf..1dcb9e8 100644 (file)
@@ -1 +1 @@
-Already burning dynamite that will explode in a few seconds. Stay away!
+Already burning dynamite will explode in a few seconds. Stay away!
index d69880d..328a98d 100644 (file)
@@ -1,2 +1,3 @@
 Collect the dynamite and use it later to blow up walls (which might
-contain gems), enemies or other things.
+contain gems), enemies or other things. Dynamite caught in an explosion
+will explode itself!
diff --git a/docs/elements/em_exit_closed.txt b/docs/elements/em_exit_closed.txt
new file mode 100644 (file)
index 0000000..6215af4
--- /dev/null
@@ -0,0 +1,3 @@
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
diff --git a/docs/elements/em_exit_open.txt b/docs/elements/em_exit_open.txt
new file mode 100644 (file)
index 0000000..a2f28ee
--- /dev/null
@@ -0,0 +1,7 @@
+The open exit lets the player leave a level. Some levels also require
+the player to guide some friends (penguins, for example) to the exit.
+In these levels, the player can leave through the exit, but the level
+is not solved before the last friend also left the level through the
+exit.
+
+This exit disappears when the player is passing through it.
diff --git a/docs/elements/em_gate_1.txt b/docs/elements/em_gate_1.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/em_gate_1_gray.txt b/docs/elements/em_gate_1_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/em_gate_2.txt b/docs/elements/em_gate_2.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/em_gate_2_gray.txt b/docs/elements/em_gate_2_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/em_gate_3.txt b/docs/elements/em_gate_3.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/em_gate_3_gray.txt b/docs/elements/em_gate_3_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/em_gate_4.txt b/docs/elements/em_gate_4.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/em_gate_4_gray.txt b/docs/elements/em_gate_4_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/em_key_1.txt b/docs/elements/em_key_1.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/em_key_2.txt b/docs/elements/em_key_2.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/em_key_3.txt b/docs/elements/em_key_3.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/em_key_4.txt b/docs/elements/em_key_4.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/em_steel_exit_closed.txt b/docs/elements/em_steel_exit_closed.txt
new file mode 100644 (file)
index 0000000..561d96e
--- /dev/null
@@ -0,0 +1,5 @@
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
+
+This exit is made of steel and is indestructible.
diff --git a/docs/elements/em_steel_exit_open.txt b/docs/elements/em_steel_exit_open.txt
new file mode 100644 (file)
index 0000000..787448a
--- /dev/null
@@ -0,0 +1,8 @@
+The open exit lets the player leave a level. Some levels also require
+the player to guide some friends (penguins, for example) to the exit.
+In these levels, the player can leave through the exit, but the level
+is not solved before the last friend also left the level through the
+exit.
+
+This exit is made of steel and is indestructible.
+It disappears when the player is passing through it.
diff --git a/docs/elements/emc_android.txt b/docs/elements/emc_android.txt
new file mode 100644 (file)
index 0000000..83ec9f4
--- /dev/null
@@ -0,0 +1,2 @@
+The android has some special properties. Unless other elements, it can move
+diagonally. Additionally, it can clone other game elements it touches.
diff --git a/docs/elements/emc_dripper.txt b/docs/elements/emc_dripper.txt
new file mode 100644 (file)
index 0000000..436aaa0
--- /dev/null
@@ -0,0 +1,2 @@
+This element can create new amoeba drops and is otherwise invisible.
+If the lenses have been collected, the dripper is visible for a short time.
diff --git a/docs/elements/emc_fake_acid.txt b/docs/elements/emc_fake_acid.txt
new file mode 100644 (file)
index 0000000..46e08af
--- /dev/null
@@ -0,0 +1 @@
+The fake acid looks like acid, but is walkable for the player.
diff --git a/docs/elements/emc_fake_grass.txt b/docs/elements/emc_fake_grass.txt
new file mode 100644 (file)
index 0000000..8474902
--- /dev/null
@@ -0,0 +1,3 @@
+The fake grass looks like normal grass, but but cannot be digged.
+If the magnifier has been collected, the fake grass becomes visible
+for a short time.
diff --git a/docs/elements/emc_gate_5.txt b/docs/elements/emc_gate_5.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/emc_gate_5_gray.txt b/docs/elements/emc_gate_5_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/emc_gate_6.txt b/docs/elements/emc_gate_6.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/emc_gate_6_gray.txt b/docs/elements/emc_gate_6_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/emc_gate_7.txt b/docs/elements/emc_gate_7.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/emc_gate_7_gray.txt b/docs/elements/emc_gate_7_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/emc_gate_8.txt b/docs/elements/emc_gate_8.txt
new file mode 100644 (file)
index 0000000..1878993
--- /dev/null
@@ -0,0 +1,4 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
diff --git a/docs/elements/emc_gate_8_gray.txt b/docs/elements/emc_gate_8_gray.txt
new file mode 100644 (file)
index 0000000..b715f45
--- /dev/null
@@ -0,0 +1,7 @@
+Emerald Mine doors will fling you to the other side of the door, rather than
+letting you stand on it. If there is *any* object on the other side, the
+player cannot pass through the door. Note that creators may allow players to
+pass to anything walkable under the player object's options.
+
+Gray doors' real colors are kept hidden to the player, making him/her guess
+which color key opens the door.
diff --git a/docs/elements/emc_grass.txt b/docs/elements/emc_grass.txt
new file mode 100644 (file)
index 0000000..4539e51
--- /dev/null
@@ -0,0 +1 @@
+Grass behaves just exactly as sand.
diff --git a/docs/elements/emc_key_5.txt b/docs/elements/emc_key_5.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/emc_key_6.txt b/docs/elements/emc_key_6.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/emc_key_7.txt b/docs/elements/emc_key_7.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/emc_key_8.txt b/docs/elements/emc_key_8.txt
new file mode 100644 (file)
index 0000000..94a9cd0
--- /dev/null
@@ -0,0 +1,2 @@
+Emerald Mine style keys are identical to regular keys.
+They just look different.
diff --git a/docs/elements/emc_magic_ball.txt b/docs/elements/emc_magic_ball.txt
new file mode 100644 (file)
index 0000000..a289ce2
--- /dev/null
@@ -0,0 +1,5 @@
+The magic ball can create new elements when activated by the magic ball switch.
+It is possible to use up to eight magic balls which create different elements
+by using the eight content areas. Instead of creating all elements from the
+content area, it is also possible to let the magic ball create only one element
+randomly selected from the content area.
diff --git a/docs/elements/emc_magic_ball_switch.txt b/docs/elements/emc_magic_ball_switch.txt
new file mode 100644 (file)
index 0000000..7d4275f
--- /dev/null
@@ -0,0 +1 @@
+Use the magic ball switch to enable or disable the magic ball.
diff --git a/docs/elements/emc_plant.txt b/docs/elements/emc_plant.txt
new file mode 100644 (file)
index 0000000..8ce32c9
--- /dev/null
@@ -0,0 +1 @@
+The plant is deadly to the player when he is running into it.
diff --git a/docs/elements/emc_spring_bumper.txt b/docs/elements/emc_spring_bumper.txt
new file mode 100644 (file)
index 0000000..26a6979
--- /dev/null
@@ -0,0 +1,2 @@
+When a moving spring hits a spring bumper, it is reflected to the opposite
+direction.
diff --git a/docs/elements/emerald.txt b/docs/elements/emerald.txt
new file mode 100644 (file)
index 0000000..9382e38
--- /dev/null
@@ -0,0 +1,2 @@
+Your basic gem. Collect enough of these to open the exit.
+Rockfords give off 9 of the appropriate colored gems when they die.
diff --git a/docs/elements/envelope.txt b/docs/elements/envelope.txt
new file mode 100644 (file)
index 0000000..041804f
--- /dev/null
@@ -0,0 +1,2 @@
+Envelopes can be configured to contain a text message for the player.
+All envelopes of the same color contain the same message.
index 7953c4e..6215af4 100644 (file)
@@ -1,3 +1,3 @@
-The exit of each level stays closed until enough emeralds has been
-collected by the player. Some levels also require some special
-switches (lamps, for example) to be activated before it opens.
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
diff --git a/docs/elements/expandable_wall.txt b/docs/elements/expandable_wall.txt
new file mode 100644 (file)
index 0000000..1f77835
--- /dev/null
@@ -0,0 +1,6 @@
+This wall will grow on either side that is open. It will stop
+growing on one side if it is blocked by a wall, even if said wall is later
+destroyed. Gems and others, however, will stop it only temporarily.
+
+This particular growing wall is the only one that is visibly different
+to the player from a normal wall, at least under the default graphics.
diff --git a/docs/elements/expandable_wall_any.txt b/docs/elements/expandable_wall_any.txt
new file mode 100644 (file)
index 0000000..4dadfe0
--- /dev/null
@@ -0,0 +1,3 @@
+Unlike other growing walls, this wall will never "die off" because of
+other walls. It will spread wherever there is adjacent space,
+following even the most complicated paths.
diff --git a/docs/elements/expandable_wall_horizontal.txt b/docs/elements/expandable_wall_horizontal.txt
new file mode 100644 (file)
index 0000000..b0c0b8b
--- /dev/null
@@ -0,0 +1,3 @@
+This wall will grow on either side that is open. It will stop
+growing on one side if it is blocked by a wall, even if said wall is later
+destroyed. Gems and others, however, will stop it only temporarily.
diff --git a/docs/elements/expandable_wall_vertical.txt b/docs/elements/expandable_wall_vertical.txt
new file mode 100644 (file)
index 0000000..91e13fb
--- /dev/null
@@ -0,0 +1,3 @@
+This wall will grow on the top and bottom if unobstructed. It will stop
+growing on one side if it is blocked by a wall, even if said wall is later
+destroyed. Gems and others, however, will stop it only temporarily.
diff --git a/docs/elements/extra_time.txt b/docs/elements/extra_time.txt
new file mode 100644 (file)
index 0000000..243f327
--- /dev/null
@@ -0,0 +1,2 @@
+You pick it up, it gives you 10 more units of time.
+It has no effect in an untimed level (other than points).
diff --git a/docs/elements/frankie.txt b/docs/elements/frankie.txt
new file mode 100644 (file)
index 0000000..39091fd
--- /dev/null
@@ -0,0 +1,2 @@
+This is an average wall (that somehow reminds of Frankie Goes To Hollywood).
+It can't stand up to explosions.
diff --git a/docs/elements/from_level_template.txt b/docs/elements/from_level_template.txt
new file mode 100644 (file)
index 0000000..453cd05
--- /dev/null
@@ -0,0 +1,4 @@
+This is a special element that can be used in levels using a level template.
+Every element of this kind in the playfield will be replaced with the element
+from the (otherwise unused) playfield of the level template at the same
+position.
diff --git a/docs/elements/game_of_life.txt b/docs/elements/game_of_life.txt
new file mode 100644 (file)
index 0000000..db23325
--- /dev/null
@@ -0,0 +1,9 @@
+These walls behave like the well-known "Conway's Game of Life".
+They behave like normal walls; however, they may appear or disappear
+every half-second according to these rules:
+
+Cells that are surrounded by 2 or 3 cells are the only cells that survive.
+
+Space or dirt that is surrounded by exactly 3 cells grows into new cells.
+
+The player(s) is (are) counted as cells!
diff --git a/docs/elements/gate_1.txt b/docs/elements/gate_1.txt
new file mode 100644 (file)
index 0000000..6987d9f
--- /dev/null
@@ -0,0 +1 @@
+You may only walk over a colored door if you have the right key.
diff --git a/docs/elements/gate_1_gray.txt b/docs/elements/gate_1_gray.txt
new file mode 100644 (file)
index 0000000..0c5b059
--- /dev/null
@@ -0,0 +1,2 @@
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
diff --git a/docs/elements/gate_2.txt b/docs/elements/gate_2.txt
new file mode 100644 (file)
index 0000000..6987d9f
--- /dev/null
@@ -0,0 +1 @@
+You may only walk over a colored door if you have the right key.
diff --git a/docs/elements/gate_2_gray.txt b/docs/elements/gate_2_gray.txt
new file mode 100644 (file)
index 0000000..0c5b059
--- /dev/null
@@ -0,0 +1,2 @@
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
diff --git a/docs/elements/gate_3.txt b/docs/elements/gate_3.txt
new file mode 100644 (file)
index 0000000..6987d9f
--- /dev/null
@@ -0,0 +1 @@
+You may only walk over a colored door if you have the right key.
diff --git a/docs/elements/gate_3_gray.txt b/docs/elements/gate_3_gray.txt
new file mode 100644 (file)
index 0000000..0c5b059
--- /dev/null
@@ -0,0 +1,2 @@
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
diff --git a/docs/elements/gate_4.txt b/docs/elements/gate_4.txt
new file mode 100644 (file)
index 0000000..6987d9f
--- /dev/null
@@ -0,0 +1 @@
+You may only walk over a colored door if you have the right key.
diff --git a/docs/elements/gate_4_gray.txt b/docs/elements/gate_4_gray.txt
new file mode 100644 (file)
index 0000000..0c5b059
--- /dev/null
@@ -0,0 +1,2 @@
+Gray doors' real colors are kept hidden to the player,
+making him/her guess which color key opens the door.
diff --git a/docs/elements/group.txt b/docs/elements/group.txt
new file mode 100644 (file)
index 0000000..923017e
--- /dev/null
@@ -0,0 +1,5 @@
+Group elements are perhaps best described as groups *of* elements.
+When the level starts, they will be replaced with the elements in the group
+from left to right, and top to bottom, in a manner chosen in the element.
+Most useful is the random option; this can make your levels be different
+every time!
diff --git a/docs/elements/invisible_sand.txt b/docs/elements/invisible_sand.txt
new file mode 100644 (file)
index 0000000..bfbe1f4
--- /dev/null
@@ -0,0 +1,3 @@
+Invisible sand behaves exactly like normal sand, but is invisible.
+
+It can be made visible for a short time by activating the light switch.
diff --git a/docs/elements/invisible_steelwall.txt b/docs/elements/invisible_steelwall.txt
new file mode 100644 (file)
index 0000000..0ef1132
--- /dev/null
@@ -0,0 +1,4 @@
+An invisible steel wall behaves exactly like a normal steel wall,
+but is invisible.
+
+It can be made visible for a short time by activating the light switch.
index 5bd1d09..ecdbc9c 100644 (file)
@@ -1,3 +1,3 @@
-Invisible wall behaves exactly like normal wall, but is invisible.
+An invisible wall behaves exactly like a normal wall, but is invisible.
 
 It can be made visible for a short time by activating the light switch.
diff --git a/docs/elements/key_1.txt b/docs/elements/key_1.txt
new file mode 100644 (file)
index 0000000..c5e9890
--- /dev/null
@@ -0,0 +1,3 @@
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
diff --git a/docs/elements/key_2.txt b/docs/elements/key_2.txt
new file mode 100644 (file)
index 0000000..c5e9890
--- /dev/null
@@ -0,0 +1,3 @@
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
diff --git a/docs/elements/key_3.txt b/docs/elements/key_3.txt
new file mode 100644 (file)
index 0000000..c5e9890
--- /dev/null
@@ -0,0 +1,3 @@
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
diff --git a/docs/elements/key_4.txt b/docs/elements/key_4.txt
new file mode 100644 (file)
index 0000000..c5e9890
--- /dev/null
@@ -0,0 +1,3 @@
+You need a key of the right color to pass through a colored door.
+Keys are unaffected by gravity and block enemies. Extra keys of a
+single color are only worth more points.
diff --git a/docs/elements/lamp.active.txt b/docs/elements/lamp.active.txt
new file mode 100644 (file)
index 0000000..38e4c10
--- /dev/null
@@ -0,0 +1,2 @@
+Already on lightbulbs can be safely shattered with rocks, without ruining
+your ability to exit the level.
diff --git a/docs/elements/lamp.txt b/docs/elements/lamp.txt
new file mode 100644 (file)
index 0000000..71fd8ff
--- /dev/null
@@ -0,0 +1,2 @@
+Lightbulbs need to be turned on by touching them before the exit will open.
+Watch out! If they're crushed by a rock, you won't be able to escape!
diff --git a/docs/elements/landmine.txt b/docs/elements/landmine.txt
new file mode 100644 (file)
index 0000000..54049a9
--- /dev/null
@@ -0,0 +1,3 @@
+If you run into a land mine, you die.
+Otherwise, it's a normal, destructible wall
+that just happens to look kinda like dirt.
diff --git a/docs/elements/light_switch.active.txt b/docs/elements/light_switch.active.txt
new file mode 100644 (file)
index 0000000..e108534
--- /dev/null
@@ -0,0 +1 @@
+An active light switch will last for 10 seconds when the level starts.
diff --git a/docs/elements/light_switch.txt b/docs/elements/light_switch.txt
new file mode 100644 (file)
index 0000000..d0e9f9d
--- /dev/null
@@ -0,0 +1,3 @@
+Touching a light switch will make all invisible things visible for 10 seconds.
+The invisible things will still be easy to tell apart from visible things,
+however.
index cff3939..c17b45d 100644 (file)
@@ -1,4 +1,8 @@
 This is a (EM style) magic wall. It gets activated for a limited
-time by certain elements that fall on it. Objects falling though
+time by rocks or gems that fall on it. Objects falling though
 it will be changed to other objects. After it has stopped running,
 it cannot be activated again.
+
+The duration is expressed in seconds. A duration of zero will let the wall
+run forever. All regular magic walls run together; however, BD style magic
+walls have a separate counter.
diff --git a/docs/elements/mole.txt b/docs/elements/mole.txt
new file mode 100644 (file)
index 0000000..b2a10f4
--- /dev/null
@@ -0,0 +1,4 @@
+The mole moves like a Yam Yam, except it doesn't pause before changing
+direction. The mole will not harm the player, but it can trap him.
+The mole leaves behind dirt wherever it goes, and it can dig through amoeba.
+If crushed, it will produce 9 red emeralds.
diff --git a/docs/elements/next_ce.txt b/docs/elements/next_ce.txt
new file mode 100644 (file)
index 0000000..65058fe
--- /dev/null
@@ -0,0 +1,3 @@
+If you use this reference element, it will be replaced by the custom element
+that is at a later position in the element list (with the distance as shown
+by the reference element).
index 9398647..44f31e3 100644 (file)
@@ -1,2 +1,2 @@
 This nut contains an emerald. To get it, crack the nut by dropping a
-rock on it!
+rock on it.
diff --git a/docs/elements/pacman.txt b/docs/elements/pacman.txt
new file mode 100644 (file)
index 0000000..f864b79
--- /dev/null
@@ -0,0 +1,2 @@
+Pacman moves like a Yam Yam, but doesn't contain anything.
+However, it is able to eat amoeba.
diff --git a/docs/elements/pearl.txt b/docs/elements/pearl.txt
new file mode 100644 (file)
index 0000000..529a358
--- /dev/null
@@ -0,0 +1,3 @@
+A pearl is worth 5 emeralds, but it's very fragile. Not only can it be
+crushed by rocks, but if it falls and lands on something, it'll break!
+At least you won't get crushed by it...
diff --git a/docs/elements/penguin.txt b/docs/elements/penguin.txt
new file mode 100644 (file)
index 0000000..30edbd5
--- /dev/null
@@ -0,0 +1,5 @@
+Penguins follow the player as best they can. If they are next to an open exit,
+they will leave the level. All the penguins *must* exit before the player
+exits, or the player will not win the level. If a penguin is smashed, it'll
+produce one purple gem, but the level will then be unsolvable. Penguins can
+collect gems for the player.
diff --git a/docs/elements/pig.txt b/docs/elements/pig.txt
new file mode 100644 (file)
index 0000000..3143ef3
--- /dev/null
@@ -0,0 +1,3 @@
+The pig follows a wall, but it will switch from side to side or even corner
+to corner if it is in a small corridor. The pig will steal any gems it gets
+its hands on. You can walk over the pig if it's not moving.
diff --git a/docs/elements/player_1.txt b/docs/elements/player_1.txt
new file mode 100644 (file)
index 0000000..04dbcee
--- /dev/null
@@ -0,0 +1,2 @@
+This is the player. You'll probably want to have one of these each level.
+If you have more than one, only one will be used.
diff --git a/docs/elements/player_2.txt b/docs/elements/player_2.txt
new file mode 100644 (file)
index 0000000..0906225
--- /dev/null
@@ -0,0 +1 @@
+This is player 2.
diff --git a/docs/elements/player_3.txt b/docs/elements/player_3.txt
new file mode 100644 (file)
index 0000000..4fe88fe
--- /dev/null
@@ -0,0 +1 @@
+This is player 3.
diff --git a/docs/elements/player_4.txt b/docs/elements/player_4.txt
new file mode 100644 (file)
index 0000000..7213375
--- /dev/null
@@ -0,0 +1 @@
+This is player 4.
diff --git a/docs/elements/prev_ce.txt b/docs/elements/prev_ce.txt
new file mode 100644 (file)
index 0000000..7218c95
--- /dev/null
@@ -0,0 +1,3 @@
+If you use this reference element, it will be replaced by the custom element
+that is at an earlier position in the element list (with the distance as shown
+by the reference element).
index 1375077..e9a18a8 100644 (file)
@@ -1,2 +1,3 @@
 A rock that is pushed or thrown on the quicksand sinks into it,
 passes it and again leaves it if there is empty space below it.
+Amoeba can grow into it, but other elements and the player can't pass it.
diff --git a/docs/elements/quicksand_fast_empty.txt b/docs/elements/quicksand_fast_empty.txt
new file mode 100644 (file)
index 0000000..e9a18a8
--- /dev/null
@@ -0,0 +1,3 @@
+A rock that is pushed or thrown on the quicksand sinks into it,
+passes it and again leaves it if there is empty space below it.
+Amoeba can grow into it, but other elements and the player can't pass it.
diff --git a/docs/elements/quicksand_fast_full.txt b/docs/elements/quicksand_fast_full.txt
new file mode 100644 (file)
index 0000000..d70205e
--- /dev/null
@@ -0,0 +1,2 @@
+This quicksand already contains a rock which can slide through it
+and leave it if there is empty space below it.
index d2c4c67..36e5cd9 100644 (file)
@@ -1,3 +1,4 @@
-Robots try to follow the player everywhere, taking the direct way.
+Robots try to follow the player everywhere, taking the direct route.
+They're not very bright.
 Touching them for a short time (running side by side to them, for
 example) is not deadly, but don't let them run into the player!
index c00f4c9..337ecd7 100644 (file)
@@ -3,3 +3,5 @@ keeps them away from the player. When it stops running, the robots
 will again turn towards the player.
 
 The magic wheel can be activated again after it stopped running.
+You can also activate other magic wheels while one is spinning;
+the robots will go towards the latest active wheel.
diff --git a/docs/elements/rock.txt b/docs/elements/rock.txt
new file mode 100644 (file)
index 0000000..851f594
--- /dev/null
@@ -0,0 +1,3 @@
+Rocks are round, heavy, they fall, and they smash stuff. They don't smash
+anything unless being already in motion first. The player can push one rock
+at a time.
diff --git a/docs/elements/sand.txt b/docs/elements/sand.txt
new file mode 100644 (file)
index 0000000..793f1a3
--- /dev/null
@@ -0,0 +1,3 @@
+Sand blocks pretty much everything except the player. The player digs through
+the sand, leaving behind empty space. Sand often makes up the vast majority of
+the level.
diff --git a/docs/elements/satellite.txt b/docs/elements/satellite.txt
new file mode 100644 (file)
index 0000000..b8b6a2e
--- /dev/null
@@ -0,0 +1,6 @@
+Satellites will follow the player as best they can, and the only way to outrun
+them is with double speed. Satellites are harmless, and they can be pushed,
+but in multiples or with strategically placed walls, they can easily trap the
+player. When crushed or caught in an explosion, satellites will explode.
+
+Satellites can be used as a sort of moving platform when gravity is on.
diff --git a/docs/elements/self.txt b/docs/elements/self.txt
new file mode 100644 (file)
index 0000000..6d3c2b3
--- /dev/null
@@ -0,0 +1,4 @@
+This is a placeholder for the custom element you are just editing. If an element
+should change to itself, you can use this "reference element" instead of the
+real element. If you copy your custom element, this elements still refers to
+itself.
diff --git a/docs/elements/shield_deadly.txt b/docs/elements/shield_deadly.txt
new file mode 100644 (file)
index 0000000..ded410e
--- /dev/null
@@ -0,0 +1,7 @@
+This not only makes the player invincible, but also allows him to kill enemies
+just by pressing against them.
+
+Extra deadly shields will add more time without wasting any time already
+acquired. Picking up a deadly shield when you already have a normal shield
+(or vice versa) will not waste the normal shield; the player will use the
+normal shield when the deadly shield runs out.
diff --git a/docs/elements/shield_normal.txt b/docs/elements/shield_normal.txt
new file mode 100644 (file)
index 0000000..7967a4e
--- /dev/null
@@ -0,0 +1,3 @@
+Picking this up will give the player 10 seconds of invulnerability.
+Additional shields will add 10 more seconds, and will not waste seconds
+the player already has.
diff --git a/docs/elements/sign.txt b/docs/elements/sign.txt
new file mode 100644 (file)
index 0000000..a5dad3c
--- /dev/null
@@ -0,0 +1 @@
+Just a steel wall with a sign on it.
diff --git a/docs/elements/sokoban_field_empty.txt b/docs/elements/sokoban_field_empty.txt
new file mode 100644 (file)
index 0000000..65e9960
--- /dev/null
@@ -0,0 +1,6 @@
+This is an empty sokoban field. Only the player and sokoban objects can pass
+onto these fields. Watch out, the fields will be destroyed by explosions!
+
+Note that spare fields will prevent the exit from opening, but spare objects
+won't. Also, sometimes it is necessary to push sokoban objects off of fields
+to make room for other things.
diff --git a/docs/elements/sokoban_field_full.txt b/docs/elements/sokoban_field_full.txt
new file mode 100644 (file)
index 0000000..a3170a7
--- /dev/null
@@ -0,0 +1,6 @@
+This is a sokoban field that already has a sokoban object.
+
+Note that it's safe to blow up a full sokoban field without affecting your
+ability to open the exit. Also, if the exit is already open, it will never
+close up. However, disrupting the puzzle in any other way will mess up your
+chances to win.
diff --git a/docs/elements/sokoban_field_player.txt b/docs/elements/sokoban_field_player.txt
new file mode 100644 (file)
index 0000000..bef450a
--- /dev/null
@@ -0,0 +1,5 @@
+This is the player standing on a sokoban field.
+
+If a level contains *only* sokoban elements (those in the sokoban section,
+steel walls, and empty space), it will be completed as soon the sokoban puzzle
+is solved.
diff --git a/docs/elements/sokoban_object.txt b/docs/elements/sokoban_object.txt
new file mode 100644 (file)
index 0000000..7e488cb
--- /dev/null
@@ -0,0 +1,3 @@
+These lightbulbs can be pushed around. The goal is to fill all the Sokoban
+fields at once. Only then will the exit open, assuming all other conditions
+have been met too.
diff --git a/docs/elements/sp_base.txt b/docs/elements/sp_base.txt
new file mode 100644 (file)
index 0000000..ed2829a
--- /dev/null
@@ -0,0 +1,3 @@
+The base is the Supaplex equivalent of dirt.
+
+Bases will block Dark Yam Yams, but not amoeba.
diff --git a/docs/elements/sp_buggy_base.txt b/docs/elements/sp_buggy_base.txt
new file mode 100644 (file)
index 0000000..9b20aff
--- /dev/null
@@ -0,0 +1 @@
+Touching the buggy base when the electricity is arcing is bad news...
diff --git a/docs/elements/sp_chip_bottom.txt b/docs/elements/sp_chip_bottom.txt
new file mode 100644 (file)
index 0000000..889c573
--- /dev/null
@@ -0,0 +1 @@
+This is a normal, destructable, slippery wall.
diff --git a/docs/elements/sp_chip_left.txt b/docs/elements/sp_chip_left.txt
new file mode 100644 (file)
index 0000000..889c573
--- /dev/null
@@ -0,0 +1 @@
+This is a normal, destructable, slippery wall.
diff --git a/docs/elements/sp_chip_right.txt b/docs/elements/sp_chip_right.txt
new file mode 100644 (file)
index 0000000..889c573
--- /dev/null
@@ -0,0 +1 @@
+This is a normal, destructable, slippery wall.
diff --git a/docs/elements/sp_chip_single.txt b/docs/elements/sp_chip_single.txt
new file mode 100644 (file)
index 0000000..889c573
--- /dev/null
@@ -0,0 +1 @@
+This is a normal, destructable, slippery wall.
diff --git a/docs/elements/sp_chip_top.txt b/docs/elements/sp_chip_top.txt
new file mode 100644 (file)
index 0000000..889c573
--- /dev/null
@@ -0,0 +1 @@
+This is a normal, destructable, slippery wall.
diff --git a/docs/elements/sp_disk_orange.txt b/docs/elements/sp_disk_orange.txt
new file mode 100644 (file)
index 0000000..8aafc9d
--- /dev/null
@@ -0,0 +1 @@
+Orange disks are like stable bombs, only they can be pushed faster.
diff --git a/docs/elements/sp_disk_red.txt b/docs/elements/sp_disk_red.txt
new file mode 100644 (file)
index 0000000..a0835c1
--- /dev/null
@@ -0,0 +1 @@
+Red disks are just like dynamite.
diff --git a/docs/elements/sp_disk_yellow.txt b/docs/elements/sp_disk_yellow.txt
new file mode 100644 (file)
index 0000000..6e12945
--- /dev/null
@@ -0,0 +1,3 @@
+Yellow disks can be pushed around in any direction, and do not fall.
+They won't explode until a terminal is pressed, unless they are caught
+in an explosion themselves.
diff --git a/docs/elements/sp_electron.txt b/docs/elements/sp_electron.txt
new file mode 100644 (file)
index 0000000..bf54c24
--- /dev/null
@@ -0,0 +1,2 @@
+The electron produces 9 infotrons when smashed, and is only deadly if you
+collide with it. It follows the *left* wall, just like the snik snak.
diff --git a/docs/elements/sp_exit_closed.txt b/docs/elements/sp_exit_closed.txt
new file mode 100644 (file)
index 0000000..86349dd
--- /dev/null
@@ -0,0 +1,2 @@
+You can enter and win with a Supaplex exit even if there are unlit lightbulbs
+or unsaved penguins. All you need is enough gems.
diff --git a/docs/elements/sp_gravity_off_port.txt b/docs/elements/sp_gravity_off_port.txt
new file mode 100644 (file)
index 0000000..1f39d24
--- /dev/null
@@ -0,0 +1,2 @@
+These ports look like ordinary ports in-game, but when you go through them,
+gravity is switched off.
diff --git a/docs/elements/sp_gravity_on_port.txt b/docs/elements/sp_gravity_on_port.txt
new file mode 100644 (file)
index 0000000..b29d2fd
--- /dev/null
@@ -0,0 +1,2 @@
+These ports look like ordinary ports in-game, but when you go through them,
+gravity is switched on.
diff --git a/docs/elements/sp_gravity_port.txt b/docs/elements/sp_gravity_port.txt
new file mode 100644 (file)
index 0000000..616c4bd
--- /dev/null
@@ -0,0 +1,2 @@
+These ports look like ordinary ports in-game, but when you go through them,
+gravity is toggled on and off.
diff --git a/docs/elements/sp_hardware_base_1.txt b/docs/elements/sp_hardware_base_1.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_base_2.txt b/docs/elements/sp_hardware_base_2.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_base_3.txt b/docs/elements/sp_hardware_base_3.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_base_4.txt b/docs/elements/sp_hardware_base_4.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_base_5.txt b/docs/elements/sp_hardware_base_5.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_base_6.txt b/docs/elements/sp_hardware_base_6.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_blue.txt b/docs/elements/sp_hardware_blue.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_gray.txt b/docs/elements/sp_hardware_gray.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_green.txt b/docs/elements/sp_hardware_green.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_red.txt b/docs/elements/sp_hardware_red.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_hardware_yellow.txt b/docs/elements/sp_hardware_yellow.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/sp_infotron.txt b/docs/elements/sp_infotron.txt
new file mode 100644 (file)
index 0000000..62cc942
--- /dev/null
@@ -0,0 +1 @@
+Infotrons are the emeralds of Supaplex.
diff --git a/docs/elements/sp_murphy.txt b/docs/elements/sp_murphy.txt
new file mode 100644 (file)
index 0000000..d6b016c
--- /dev/null
@@ -0,0 +1,2 @@
+Murphy is the hero of Supaplex. Note that other than his default settings,
+Murphy behaves exactly like Rockford.
diff --git a/docs/elements/sp_port.txt b/docs/elements/sp_port.txt
new file mode 100644 (file)
index 0000000..a42fb71
--- /dev/null
@@ -0,0 +1 @@
+Ports allow one way passage, as long as the path is clear.
diff --git a/docs/elements/sp_port_any.txt b/docs/elements/sp_port_any.txt
new file mode 100644 (file)
index 0000000..e5b358d
--- /dev/null
@@ -0,0 +1 @@
+You can enter this port from ANY direction.
diff --git a/docs/elements/sp_port_horizontal.txt b/docs/elements/sp_port_horizontal.txt
new file mode 100644 (file)
index 0000000..1816402
--- /dev/null
@@ -0,0 +1 @@
+This port goes both ways.
diff --git a/docs/elements/sp_port_vertical.txt b/docs/elements/sp_port_vertical.txt
new file mode 100644 (file)
index 0000000..1816402
--- /dev/null
@@ -0,0 +1 @@
+This port goes both ways.
diff --git a/docs/elements/sp_sniksnak.txt b/docs/elements/sp_sniksnak.txt
new file mode 100644 (file)
index 0000000..df0e161
--- /dev/null
@@ -0,0 +1 @@
+Snik snaks are basically spaceships, except you must collide with them to die.
diff --git a/docs/elements/sp_terminal.txt b/docs/elements/sp_terminal.txt
new file mode 100644 (file)
index 0000000..d18df18
--- /dev/null
@@ -0,0 +1,2 @@
+Press a terminal, and all the yellow disks on the level will explode!
+Otherwise, it's a normal wall all over again.
diff --git a/docs/elements/sp_zonk.txt b/docs/elements/sp_zonk.txt
new file mode 100644 (file)
index 0000000..7bccfdd
--- /dev/null
@@ -0,0 +1,2 @@
+The Zonk is the Supaplex equivalent of the rock. Note that it can be
+pushed quicker than rocks, resulting in some clever tricks...
index 763d95b..78bf1e0 100644 (file)
@@ -1,2 +1,4 @@
 Spaceships always try to follow the left side of a wall
 or other elements. Touching them is deadly.
+
+Spaceships will not explode when caught in explosions.
diff --git a/docs/elements/speed_pill.txt b/docs/elements/speed_pill.txt
new file mode 100644 (file)
index 0000000..1a3bc06
--- /dev/null
@@ -0,0 +1,2 @@
+Taking this pill will double the player's speed.
+Additional pills are only worth points.
diff --git a/docs/elements/spring.txt b/docs/elements/spring.txt
new file mode 100644 (file)
index 0000000..55396b4
--- /dev/null
@@ -0,0 +1,2 @@
+Once you push a spring, it will keep on going in that direction until it
+falls or hits a wall. It isn't slippery, and will crush the player.
diff --git a/docs/elements/steel_char.txt b/docs/elements/steel_char.txt
new file mode 100644 (file)
index 0000000..2f4c2e1
--- /dev/null
@@ -0,0 +1 @@
+Steel letter walls are like normal steel walls, except they can spell out words.
diff --git a/docs/elements/steel_exit_closed.txt b/docs/elements/steel_exit_closed.txt
new file mode 100644 (file)
index 0000000..561d96e
--- /dev/null
@@ -0,0 +1,5 @@
+The exit of each level stays closed until enough emeralds have been
+collected by the player. Some levels also require some special switches
+(light bulbs, for example) to be activated before it opens.
+
+This exit is made of steel and is indestructible.
diff --git a/docs/elements/steel_exit_open.txt b/docs/elements/steel_exit_open.txt
new file mode 100644 (file)
index 0000000..1cd58f5
--- /dev/null
@@ -0,0 +1,7 @@
+The open exit lets the player leave a level. Some levels also require
+the player to guide some friends (penguins, for example) to the exit.
+In these levels, the player can leave through the exit, but the level
+is not solved before the last friend also left the level through the
+exit.
+
+This exit is made of steel and is indestructible.
diff --git a/docs/elements/steelwall.txt b/docs/elements/steelwall.txt
new file mode 100644 (file)
index 0000000..f8bd931
--- /dev/null
@@ -0,0 +1 @@
+An indestructable, flat wall. Nothing's getting through this sucker.
diff --git a/docs/elements/steelwall_slippery.txt b/docs/elements/steelwall_slippery.txt
new file mode 100644 (file)
index 0000000..9ffffe7
--- /dev/null
@@ -0,0 +1 @@
+This is a steel wall that is slippery.
diff --git a/docs/elements/stoneblock.txt b/docs/elements/stoneblock.txt
new file mode 100644 (file)
index 0000000..ad796e5
--- /dev/null
@@ -0,0 +1 @@
+This is an average wall. It can't stand up to explosions.
diff --git a/docs/elements/switchgate.txt b/docs/elements/switchgate.txt
new file mode 100644 (file)
index 0000000..510d0b7
--- /dev/null
@@ -0,0 +1,3 @@
+Switch gates can be passed through like ports or doors when they are open.
+When a switch gate switch is switched (switch!), *all* switch gates on the
+level toggle state.
diff --git a/docs/elements/switchgate_switch.txt b/docs/elements/switchgate_switch.txt
new file mode 100644 (file)
index 0000000..6e4a7dd
--- /dev/null
@@ -0,0 +1,2 @@
+This is the switch for switching the switch gates. When you switch the switch
+that controls the switching of the switch gates... okay, I'll stop. :-)
diff --git a/docs/elements/time_orb_empty.txt b/docs/elements/time_orb_empty.txt
new file mode 100644 (file)
index 0000000..3e3d379
--- /dev/null
@@ -0,0 +1 @@
+An empty time orb behaves like a nut that can't be cracked.
diff --git a/docs/elements/time_orb_full.txt b/docs/elements/time_orb_full.txt
new file mode 100644 (file)
index 0000000..5a890d9
--- /dev/null
@@ -0,0 +1,3 @@
+Pressing against a time orb gives you ten extra units of time.
+Look out, however... in an untimed level, a time orb will give you
+10 seconds/steps to complete the level! Orbs can fall and hurt the player.
diff --git a/docs/elements/timegate_closed.txt b/docs/elements/timegate_closed.txt
new file mode 100644 (file)
index 0000000..1f63a82
--- /dev/null
@@ -0,0 +1 @@
+Time gates only open for a limited time.
diff --git a/docs/elements/timegate_open.txt b/docs/elements/timegate_open.txt
new file mode 100644 (file)
index 0000000..c617fd4
--- /dev/null
@@ -0,0 +1 @@
+An open time gate will close as soon as the level starts.
diff --git a/docs/elements/timegate_switch.txt b/docs/elements/timegate_switch.txt
new file mode 100644 (file)
index 0000000..38da716
--- /dev/null
@@ -0,0 +1,2 @@
+As long as a single time gate switch is spinning, all time gates will be open.
+Each switch spins for a certain time when touched.
diff --git a/docs/elements/trap.txt b/docs/elements/trap.txt
new file mode 100644 (file)
index 0000000..03c9c1d
--- /dev/null
@@ -0,0 +1,2 @@
+Digging this when the trap is open is fatal. Otherwise, it's just ordinary
+dirt. Snapping it when the trap is open will not kill the player, just fail.
diff --git a/docs/elements/trigger_ce_score.txt b/docs/elements/trigger_ce_score.txt
new file mode 100644 (file)
index 0000000..96e044c
--- /dev/null
@@ -0,0 +1,4 @@
+This can be used in custom element programming to refer to the CE score
+of the element that triggered the change being processed, but interpreted
+as an element itself (if the CE score was set to an element earlier).
+Don't use this element directly in your level.
diff --git a/docs/elements/trigger_ce_value.txt b/docs/elements/trigger_ce_value.txt
new file mode 100644 (file)
index 0000000..2c73b10
--- /dev/null
@@ -0,0 +1,4 @@
+This can be used in custom element programming to refer to the CE value
+of the element that triggered the change being processed, but interpreted
+as an element itself (if the CE value was set to an element earlier).
+Don't use this element directly in your level.
diff --git a/docs/elements/trigger_element.txt b/docs/elements/trigger_element.txt
new file mode 100644 (file)
index 0000000..42d4f52
--- /dev/null
@@ -0,0 +1,3 @@
+This can be used in custom element programming to refer to the element
+that triggered the change being processed.
+Don't use this element directly in your level.
diff --git a/docs/elements/trigger_player.txt b/docs/elements/trigger_player.txt
new file mode 100644 (file)
index 0000000..112ddc2
--- /dev/null
@@ -0,0 +1,3 @@
+This can be used in custom element programming to refer to the player
+who triggered the change being processed.
+Don't use this element directly in your level.
diff --git a/docs/elements/tube.txt b/docs/elements/tube.txt
new file mode 100644 (file)
index 0000000..73ed6a8
--- /dev/null
@@ -0,0 +1,2 @@
+A tube is just something to crawl around in and get lost.
+Things outside the tube can't affect things inside, and vice versa.
diff --git a/docs/elements/unknown.txt b/docs/elements/unknown.txt
new file mode 100644 (file)
index 0000000..16bcd1f
--- /dev/null
@@ -0,0 +1 @@
+Unknown element.
diff --git a/docs/elements/unused.txt b/docs/elements/unused.txt
new file mode 100644 (file)
index 0000000..6d4f734
--- /dev/null
@@ -0,0 +1 @@
+Unused element.
diff --git a/docs/elements/wall.txt b/docs/elements/wall.txt
new file mode 100644 (file)
index 0000000..ad796e5
--- /dev/null
@@ -0,0 +1 @@
+This is an average wall. It can't stand up to explosions.
index ebb8880..d5d79ec 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a (BD style) diamond which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
index 270da9d..22118c5 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a crystal which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
index 224c1cf..5aac263 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a diamond which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
index 5f654d7..0bebc60 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains an emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
index 659d03f..a69be85 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a purple emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
index 6003492..b154e7a 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a red emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
index a6063ed..e8f16a2 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a yellow emerald which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
index c74f5ea..3c53e64 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a pearl which can be freed by
-blowing up the wall with dynamite, bombs or blowing up enemies.
+blowing up the wall with dynamite, bombs or exploding enemies.
diff --git a/docs/elements/wall_slippery.txt b/docs/elements/wall_slippery.txt
new file mode 100644 (file)
index 0000000..778f18d
--- /dev/null
@@ -0,0 +1,2 @@
+As expected, objects slip off the round top of this wall.
+Otherwise, it's just an average wall.
index ed4012a..6a1fa26 100644 (file)
@@ -4,4 +4,5 @@ elements. Further exploding Yam Yams can turn to other elements, up
 to eight different sets of new elements.
 
 Sometimes the last emerald you are looking for to finish the level
-is hidden in a Yam Yam!
+is hidden in a Yam Yam! But be careful: Yam Yams will eat all diamonds
+in their way!