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 0eea6e21c3081e6419a8bb7dafcefa6db7fb9640..47016a641667c478db275ef4a711e11653f1a5a9 100644 (file)
@@ -1,4 +1,7 @@
 The BD style amoeba has some special properties: When it is completely
 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 1eadc59b411b18360411038d9d46ca6dd58005f7..ac23f35a31926509ed84727edb9c0882d82fd4bc 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 7a624fcac9369aa869a2074a12d38e70d25c58da..a719dc3ee8693684ffa71f827ae4dbe8103f8908 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 d711e941afe9c7b44517effa0954aeb61f6629d4..564dc2f43c7e2fc61dd51a95bfdfeaa34c5ce431 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 b0961d7c085629d4fe8db3c8d43946b11bcec7eb..3800be9e1080fe5dd7c9bed876e605332b0fb286 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 ee2c01f6ca13368262e8e321a337ed0bd6636801..d5d065904814e49bec75693024e1551a62e1b8b5 100644 (file)
@@ -1,2 +1,2 @@
 Bombs can be blown up either by throwing them down or by dropping
 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 052891e2e4030b6fd90e88190238b8125886089c..c21a0982bc270ac4773f781f7f1e2d8011156dc4 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 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 f5491bf1e4ef6beb190cc9d9c1302ab432e6ad31..1dcb9e87bf02722d9e91ba58f712c4c3a713ca87 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 d69880dc766992e7cb86552ba0c3bbbc9171f270..328a98d2a5ddda92ed3ef9c363cb1bbb538d53b3 100644 (file)
@@ -1,2 +1,3 @@
 Collect the dynamite and use it later to blow up walls (which might
 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 7953c4ec144b3ddb4d1915b2d1798aeabb32ef91..6215af4eafd95ba622a1a03d55e9df8eb7eca6ed 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 5bd1d09f3db8347d236454f6c4e8e07907ceb191..ecdbc9cc2d072f40ca74160585558d2c105d2843 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.
 
 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 cff39393c4572f66261b2e63a1b25c7cf68c20d0..c17b45ded5570c1fd271bd28ecd06146808ca99d 100644 (file)
@@ -1,4 +1,8 @@
 This is a (EM style) magic wall. It gets activated for a limited
 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.
 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 939864782f335837dbf119583d9ec9024a65e8d5..44f31e3ef8570c3929da62cb57c14c20f4ee46e5 100644 (file)
@@ -1,2 +1,2 @@
 This nut contains an emerald. To get it, crack the nut by dropping a
 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 13750777212f80a31c9da1e4c821055a897082d4..e9a18a86aef8f39ae00199e045a557e63614da22 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.
 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 d2c4c67eb0282c50f8c6d28658d940d672067fe8..36e5cd9dac431e2eb3fa185331037bd4af598ec3 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!
 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 c00f4c9ae85bb63d2983c197c97fc3146c818dfd..337ecd76448a2c1000b6a19eceba352c18d846aa 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.
 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 763d95bd5db9e9efb5e8b85c0ef2b3358adf9d42..78bf1e0a416603d228d81624295db0892fa7675d 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 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 ebb8880fcddb65c05fe7af97ee3f8ecb1a45fe76..d5d79ec525ae195428237e84868ac364188b1555 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a (BD style) diamond which can be freed by
 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 270da9d5e38300d25156c7148d563142921d1878..22118c5980c456cbb2e8a72e75fab191c6db5fcc 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a crystal which can be freed by
 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 224c1cf9dbb20eb5a56421934a0dda94a801f80f..5aac2636451af653b4878b0868c18f4f1be2c115 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a diamond which can be freed by
 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 5f654d7c9a6dbf13dc83fe742801ebc2cccb0503..0bebc60df084cf9835e81a6adaec53c66efe12b7 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains an emerald which can be freed by
 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 659d03ff8e8c968608afbed4b4751ff4a3fd1abe..a69be8537bac525341ac00a79436818c68c2e692 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a purple emerald which can be freed by
 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 60034921ddccdcf7730ed9e664b030a25517dc02..b154e7adc9ca3949f2362e656189f0dac7ee4dff 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a red emerald which can be freed by
 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 a6063edcff4f88b53e7e04b94b146baa8b014984..e8f16a23b0cee46994d889214ba68cd3d16d83bd 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a yellow emerald which can be freed by
 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 c74f5eae9e8a79ca2aa814c24c1840d5c0677c2f..3c53e64ac787cc0baf4a3eba5cbf0f2fe4711767 100644 (file)
@@ -1,2 +1,2 @@
 This wall contains a pearl which can be freed by
 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 ed4012a97b822087bf943af624ce3e7447fc9b07..6a1fa26b3955ff3b6311da30418a5799aebf9c63 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
 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!