From: Holger Schemel Date: Mon, 2 Mar 2015 18:13:16 +0000 (+0100) Subject: updated element description files to current version X-Git-Tag: 4.0.0.0-rc1~262 X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=commitdiff_plain;h=440c03145dbe622d32b39acb9b3d4fc5604f523d updated element description files to current version --- diff --git a/docs/elements/acid.txt b/docs/elements/acid.txt new file mode 100644 index 00000000..a70ee361 --- /dev/null +++ b/docs/elements/acid.txt @@ -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 index 00000000..30db84ac --- /dev/null +++ b/docs/elements/acid_pool_bottom.txt @@ -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 index 00000000..30db84ac --- /dev/null +++ b/docs/elements/acid_pool_bottomleft.txt @@ -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 index 00000000..30db84ac --- /dev/null +++ b/docs/elements/acid_pool_bottomright.txt @@ -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 index 00000000..30db84ac --- /dev/null +++ b/docs/elements/acid_pool_topleft.txt @@ -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 index 00000000..30db84ac --- /dev/null +++ b/docs/elements/acid_pool_topright.txt @@ -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 index 00000000..a4f00cbd --- /dev/null +++ b/docs/elements/amoeba_dead.txt @@ -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 index 00000000..35394903 --- /dev/null +++ b/docs/elements/amoeba_drop.txt @@ -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 index 00000000..49b67b4d --- /dev/null +++ b/docs/elements/amoeba_dry.txt @@ -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 index 00000000..47cb8e44 --- /dev/null +++ b/docs/elements/amoeba_full.txt @@ -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 index 00000000..79e65fee --- /dev/null +++ b/docs/elements/amoeba_to_diamond.txt @@ -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 index 00000000..7b2275d5 --- /dev/null +++ b/docs/elements/amoeba_wet.txt @@ -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 index 00000000..6f783858 --- /dev/null +++ b/docs/elements/any_element.txt @@ -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 index 00000000..7eccd6c5 --- /dev/null +++ b/docs/elements/arrow_down.txt @@ -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 index 00000000..7eccd6c5 --- /dev/null +++ b/docs/elements/arrow_left.txt @@ -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 index 00000000..7eccd6c5 --- /dev/null +++ b/docs/elements/arrow_right.txt @@ -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 index 00000000..7eccd6c5 --- /dev/null +++ b/docs/elements/arrow_up.txt @@ -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 index 00000000..4d630477 --- /dev/null +++ b/docs/elements/balloon.txt @@ -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 index 00000000..9e369dcf --- /dev/null +++ b/docs/elements/balloon_switch_any.txt @@ -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 index 00000000..ace06700 --- /dev/null +++ b/docs/elements/balloon_switch_down.txt @@ -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 index 00000000..ace06700 --- /dev/null +++ b/docs/elements/balloon_switch_left.txt @@ -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 index 00000000..00c52d73 --- /dev/null +++ b/docs/elements/balloon_switch_none.txt @@ -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 index 00000000..ace06700 --- /dev/null +++ b/docs/elements/balloon_switch_right.txt @@ -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 index 00000000..ace06700 --- /dev/null +++ b/docs/elements/balloon_switch_up.txt @@ -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/bd_amoeba.txt b/docs/elements/bd_amoeba.txt index 0eea6e21..47016a64 100644 --- a/docs/elements/bd_amoeba.txt +++ b/docs/elements/bd_amoeba.txt @@ -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. diff --git a/docs/elements/bd_butterfly.txt b/docs/elements/bd_butterfly.txt index 1eadc59b..ac23f35a 100644 --- a/docs/elements/bd_butterfly.txt +++ b/docs/elements/bd_butterfly.txt @@ -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. diff --git a/docs/elements/bd_diamond.txt b/docs/elements/bd_diamond.txt index 7a624fca..a719dc3e 100644 --- a/docs/elements/bd_diamond.txt +++ b/docs/elements/bd_diamond.txt @@ -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. diff --git a/docs/elements/bd_firefly.txt b/docs/elements/bd_firefly.txt index d711e941..564dc2f4 100644 --- a/docs/elements/bd_firefly.txt +++ b/docs/elements/bd_firefly.txt @@ -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. diff --git a/docs/elements/bd_magic_wall.txt b/docs/elements/bd_magic_wall.txt index b0961d7c..3800be9e 100644 --- a/docs/elements/bd_magic_wall.txt +++ b/docs/elements/bd_magic_wall.txt @@ -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 index 00000000..11980132 --- /dev/null +++ b/docs/elements/bd_rock.txt @@ -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 index 00000000..cf9fa084 --- /dev/null +++ b/docs/elements/biomaze.txt @@ -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 index 00000000..aeadc302 --- /dev/null +++ b/docs/elements/black_orb.txt @@ -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! diff --git a/docs/elements/bomb.txt b/docs/elements/bomb.txt index ee2c01f6..d5d06590 100644 --- a/docs/elements/bomb.txt +++ b/docs/elements/bomb.txt @@ -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. diff --git a/docs/elements/bug.txt b/docs/elements/bug.txt index 052891e2..c21a0982 100644 --- a/docs/elements/bug.txt +++ b/docs/elements/bug.txt @@ -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 index 00000000..9a614555 --- /dev/null +++ b/docs/elements/char.txt @@ -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 index 00000000..e6c46782 --- /dev/null +++ b/docs/elements/char_space.txt @@ -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 index 00000000..0e39f93a --- /dev/null +++ b/docs/elements/conveyor_belt.txt @@ -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 index 00000000..89ae82f3 --- /dev/null +++ b/docs/elements/conveyor_belt_switch.txt @@ -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 index 00000000..87fa244d --- /dev/null +++ b/docs/elements/crystal.txt @@ -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 index 00000000..cf546a9f --- /dev/null +++ b/docs/elements/current_ce_score.txt @@ -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 index 00000000..69271f0b --- /dev/null +++ b/docs/elements/current_ce_value.txt @@ -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 index 00000000..ec7571e1 --- /dev/null +++ b/docs/elements/custom.txt @@ -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 index 00000000..2ac5fc40 --- /dev/null +++ b/docs/elements/dark_yamyam.txt @@ -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 index 00000000..f97f9497 --- /dev/null +++ b/docs/elements/dc_gate_fake_gray.txt @@ -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 index 00000000..76981671 --- /dev/null +++ b/docs/elements/dc_gate_white.txt @@ -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 index 00000000..0c5b0591 --- /dev/null +++ b/docs/elements/dc_gate_white_gray.txt @@ -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 index 00000000..a6014d07 --- /dev/null +++ b/docs/elements/dc_key_white.txt @@ -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 index 00000000..c0699089 --- /dev/null +++ b/docs/elements/dc_landmine.txt @@ -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 index 00000000..084d69df --- /dev/null +++ b/docs/elements/dc_magic_wall.txt @@ -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 index 00000000..c1bc3fbd --- /dev/null +++ b/docs/elements/diamond.txt @@ -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 index 00000000..0b146f88 --- /dev/null +++ b/docs/elements/dragon.txt @@ -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 index 00000000..2138f3d1 --- /dev/null +++ b/docs/elements/dx_supabomb.txt @@ -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 index 00000000..527fbedc --- /dev/null +++ b/docs/elements/dynabomb_increase_number.txt @@ -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 index 00000000..73817a8c --- /dev/null +++ b/docs/elements/dynabomb_increase_power.txt @@ -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 index 00000000..e0d64970 --- /dev/null +++ b/docs/elements/dynabomb_increase_size.txt @@ -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. diff --git a/docs/elements/dynamite.active.txt b/docs/elements/dynamite.active.txt index f5491bf1..1dcb9e87 100644 --- a/docs/elements/dynamite.active.txt +++ b/docs/elements/dynamite.active.txt @@ -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! diff --git a/docs/elements/dynamite.txt b/docs/elements/dynamite.txt index d69880dc..328a98d2 100644 --- a/docs/elements/dynamite.txt +++ b/docs/elements/dynamite.txt @@ -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 index 00000000..6215af4e --- /dev/null +++ b/docs/elements/em_exit_closed.txt @@ -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 index 00000000..a2f28ee5 --- /dev/null +++ b/docs/elements/em_exit_open.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/em_gate_1.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/em_gate_1_gray.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/em_gate_2.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/em_gate_2_gray.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/em_gate_3.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/em_gate_3_gray.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/em_gate_4.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/em_gate_4_gray.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/em_key_1.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/em_key_2.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/em_key_3.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/em_key_4.txt @@ -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 index 00000000..561d96e6 --- /dev/null +++ b/docs/elements/em_steel_exit_closed.txt @@ -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 index 00000000..787448a7 --- /dev/null +++ b/docs/elements/em_steel_exit_open.txt @@ -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 index 00000000..83ec9f40 --- /dev/null +++ b/docs/elements/emc_android.txt @@ -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 index 00000000..436aaa0a --- /dev/null +++ b/docs/elements/emc_dripper.txt @@ -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 index 00000000..46e08af7 --- /dev/null +++ b/docs/elements/emc_fake_acid.txt @@ -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 index 00000000..8474902d --- /dev/null +++ b/docs/elements/emc_fake_grass.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/emc_gate_5.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/emc_gate_5_gray.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/emc_gate_6.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/emc_gate_6_gray.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/emc_gate_7.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/emc_gate_7_gray.txt @@ -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 index 00000000..1878993f --- /dev/null +++ b/docs/elements/emc_gate_8.txt @@ -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 index 00000000..b715f458 --- /dev/null +++ b/docs/elements/emc_gate_8_gray.txt @@ -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 index 00000000..4539e516 --- /dev/null +++ b/docs/elements/emc_grass.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/emc_key_5.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/emc_key_6.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/emc_key_7.txt @@ -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 index 00000000..94a9cd04 --- /dev/null +++ b/docs/elements/emc_key_8.txt @@ -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 index 00000000..a289ce2f --- /dev/null +++ b/docs/elements/emc_magic_ball.txt @@ -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 index 00000000..7d4275fd --- /dev/null +++ b/docs/elements/emc_magic_ball_switch.txt @@ -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 index 00000000..8ce32c93 --- /dev/null +++ b/docs/elements/emc_plant.txt @@ -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 index 00000000..26a69791 --- /dev/null +++ b/docs/elements/emc_spring_bumper.txt @@ -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 index 00000000..9382e382 --- /dev/null +++ b/docs/elements/emerald.txt @@ -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 index 00000000..041804fc --- /dev/null +++ b/docs/elements/envelope.txt @@ -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. diff --git a/docs/elements/exit_closed.txt b/docs/elements/exit_closed.txt index 7953c4ec..6215af4e 100644 --- a/docs/elements/exit_closed.txt +++ b/docs/elements/exit_closed.txt @@ -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 index 00000000..1f778355 --- /dev/null +++ b/docs/elements/expandable_wall.txt @@ -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 index 00000000..4dadfe05 --- /dev/null +++ b/docs/elements/expandable_wall_any.txt @@ -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 index 00000000..b0c0b8b5 --- /dev/null +++ b/docs/elements/expandable_wall_horizontal.txt @@ -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 index 00000000..91e13fbe --- /dev/null +++ b/docs/elements/expandable_wall_vertical.txt @@ -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 index 00000000..243f3276 --- /dev/null +++ b/docs/elements/extra_time.txt @@ -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 index 00000000..39091fd9 --- /dev/null +++ b/docs/elements/frankie.txt @@ -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 index 00000000..453cd052 --- /dev/null +++ b/docs/elements/from_level_template.txt @@ -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 index 00000000..db23325d --- /dev/null +++ b/docs/elements/game_of_life.txt @@ -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 index 00000000..6987d9f6 --- /dev/null +++ b/docs/elements/gate_1.txt @@ -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 index 00000000..0c5b0591 --- /dev/null +++ b/docs/elements/gate_1_gray.txt @@ -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 index 00000000..6987d9f6 --- /dev/null +++ b/docs/elements/gate_2.txt @@ -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 index 00000000..0c5b0591 --- /dev/null +++ b/docs/elements/gate_2_gray.txt @@ -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 index 00000000..6987d9f6 --- /dev/null +++ b/docs/elements/gate_3.txt @@ -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 index 00000000..0c5b0591 --- /dev/null +++ b/docs/elements/gate_3_gray.txt @@ -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 index 00000000..6987d9f6 --- /dev/null +++ b/docs/elements/gate_4.txt @@ -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 index 00000000..0c5b0591 --- /dev/null +++ b/docs/elements/gate_4_gray.txt @@ -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 index 00000000..923017e9 --- /dev/null +++ b/docs/elements/group.txt @@ -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 index 00000000..bfbe1f4b --- /dev/null +++ b/docs/elements/invisible_sand.txt @@ -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 index 00000000..0ef11321 --- /dev/null +++ b/docs/elements/invisible_steelwall.txt @@ -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. diff --git a/docs/elements/invisible_wall.txt b/docs/elements/invisible_wall.txt index 5bd1d09f..ecdbc9cc 100644 --- a/docs/elements/invisible_wall.txt +++ b/docs/elements/invisible_wall.txt @@ -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 index 00000000..c5e98900 --- /dev/null +++ b/docs/elements/key_1.txt @@ -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 index 00000000..c5e98900 --- /dev/null +++ b/docs/elements/key_2.txt @@ -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 index 00000000..c5e98900 --- /dev/null +++ b/docs/elements/key_3.txt @@ -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 index 00000000..c5e98900 --- /dev/null +++ b/docs/elements/key_4.txt @@ -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 index 00000000..38e4c108 --- /dev/null +++ b/docs/elements/lamp.active.txt @@ -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 index 00000000..71fd8ffc --- /dev/null +++ b/docs/elements/lamp.txt @@ -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 index 00000000..54049a98 --- /dev/null +++ b/docs/elements/landmine.txt @@ -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 index 00000000..e108534d --- /dev/null +++ b/docs/elements/light_switch.active.txt @@ -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 index 00000000..d0e9f9dd --- /dev/null +++ b/docs/elements/light_switch.txt @@ -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. diff --git a/docs/elements/magic_wall.txt b/docs/elements/magic_wall.txt index cff39393..c17b45de 100644 --- a/docs/elements/magic_wall.txt +++ b/docs/elements/magic_wall.txt @@ -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 index 00000000..b2a10f4b --- /dev/null +++ b/docs/elements/mole.txt @@ -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 index 00000000..65058fe0 --- /dev/null +++ b/docs/elements/next_ce.txt @@ -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). diff --git a/docs/elements/nut.txt b/docs/elements/nut.txt index 93986478..44f31e3e 100644 --- a/docs/elements/nut.txt +++ b/docs/elements/nut.txt @@ -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 index 00000000..f864b79d --- /dev/null +++ b/docs/elements/pacman.txt @@ -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 index 00000000..529a358c --- /dev/null +++ b/docs/elements/pearl.txt @@ -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 index 00000000..30edbd5f --- /dev/null +++ b/docs/elements/penguin.txt @@ -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 index 00000000..3143ef33 --- /dev/null +++ b/docs/elements/pig.txt @@ -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 index 00000000..04dbceea --- /dev/null +++ b/docs/elements/player_1.txt @@ -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 index 00000000..0906225d --- /dev/null +++ b/docs/elements/player_2.txt @@ -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 index 00000000..4fe88fec --- /dev/null +++ b/docs/elements/player_3.txt @@ -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 index 00000000..72133758 --- /dev/null +++ b/docs/elements/player_4.txt @@ -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 index 00000000..7218c95f --- /dev/null +++ b/docs/elements/prev_ce.txt @@ -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). diff --git a/docs/elements/quicksand_empty.txt b/docs/elements/quicksand_empty.txt index 13750777..e9a18a86 100644 --- a/docs/elements/quicksand_empty.txt +++ b/docs/elements/quicksand_empty.txt @@ -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 index 00000000..e9a18a86 --- /dev/null +++ b/docs/elements/quicksand_fast_empty.txt @@ -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 index 00000000..d70205ec --- /dev/null +++ b/docs/elements/quicksand_fast_full.txt @@ -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. diff --git a/docs/elements/robot.txt b/docs/elements/robot.txt index d2c4c67e..36e5cd9d 100644 --- a/docs/elements/robot.txt +++ b/docs/elements/robot.txt @@ -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! diff --git a/docs/elements/robot_wheel.txt b/docs/elements/robot_wheel.txt index c00f4c9a..337ecd76 100644 --- a/docs/elements/robot_wheel.txt +++ b/docs/elements/robot_wheel.txt @@ -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 index 00000000..851f5944 --- /dev/null +++ b/docs/elements/rock.txt @@ -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 index 00000000..793f1a35 --- /dev/null +++ b/docs/elements/sand.txt @@ -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 index 00000000..b8b6a2ec --- /dev/null +++ b/docs/elements/satellite.txt @@ -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 index 00000000..6d3c2b38 --- /dev/null +++ b/docs/elements/self.txt @@ -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 index 00000000..ded410e4 --- /dev/null +++ b/docs/elements/shield_deadly.txt @@ -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 index 00000000..7967a4eb --- /dev/null +++ b/docs/elements/shield_normal.txt @@ -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 index 00000000..a5dad3cb --- /dev/null +++ b/docs/elements/sign.txt @@ -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 index 00000000..65e9960b --- /dev/null +++ b/docs/elements/sokoban_field_empty.txt @@ -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 index 00000000..a3170a72 --- /dev/null +++ b/docs/elements/sokoban_field_full.txt @@ -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 index 00000000..bef450a9 --- /dev/null +++ b/docs/elements/sokoban_field_player.txt @@ -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 index 00000000..7e488cb9 --- /dev/null +++ b/docs/elements/sokoban_object.txt @@ -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 index 00000000..ed2829a8 --- /dev/null +++ b/docs/elements/sp_base.txt @@ -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 index 00000000..9b20aff0 --- /dev/null +++ b/docs/elements/sp_buggy_base.txt @@ -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 index 00000000..889c573b --- /dev/null +++ b/docs/elements/sp_chip_bottom.txt @@ -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 index 00000000..889c573b --- /dev/null +++ b/docs/elements/sp_chip_left.txt @@ -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 index 00000000..889c573b --- /dev/null +++ b/docs/elements/sp_chip_right.txt @@ -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 index 00000000..889c573b --- /dev/null +++ b/docs/elements/sp_chip_single.txt @@ -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 index 00000000..889c573b --- /dev/null +++ b/docs/elements/sp_chip_top.txt @@ -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 index 00000000..8aafc9db --- /dev/null +++ b/docs/elements/sp_disk_orange.txt @@ -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 index 00000000..a0835c17 --- /dev/null +++ b/docs/elements/sp_disk_red.txt @@ -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 index 00000000..6e12945e --- /dev/null +++ b/docs/elements/sp_disk_yellow.txt @@ -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 index 00000000..bf54c241 --- /dev/null +++ b/docs/elements/sp_electron.txt @@ -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 index 00000000..86349ddd --- /dev/null +++ b/docs/elements/sp_exit_closed.txt @@ -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 index 00000000..1f39d24d --- /dev/null +++ b/docs/elements/sp_gravity_off_port.txt @@ -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 index 00000000..b29d2fd2 --- /dev/null +++ b/docs/elements/sp_gravity_on_port.txt @@ -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 index 00000000..616c4bd8 --- /dev/null +++ b/docs/elements/sp_gravity_port.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_base_1.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_base_2.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_base_3.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_base_4.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_base_5.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_base_6.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_blue.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_gray.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_green.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_red.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/sp_hardware_yellow.txt @@ -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 index 00000000..62cc9427 --- /dev/null +++ b/docs/elements/sp_infotron.txt @@ -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 index 00000000..d6b016c3 --- /dev/null +++ b/docs/elements/sp_murphy.txt @@ -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 index 00000000..a42fb71e --- /dev/null +++ b/docs/elements/sp_port.txt @@ -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 index 00000000..e5b358d9 --- /dev/null +++ b/docs/elements/sp_port_any.txt @@ -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 index 00000000..1816402d --- /dev/null +++ b/docs/elements/sp_port_horizontal.txt @@ -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 index 00000000..1816402d --- /dev/null +++ b/docs/elements/sp_port_vertical.txt @@ -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 index 00000000..df0e1615 --- /dev/null +++ b/docs/elements/sp_sniksnak.txt @@ -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 index 00000000..d18df185 --- /dev/null +++ b/docs/elements/sp_terminal.txt @@ -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 index 00000000..7bccfdd9 --- /dev/null +++ b/docs/elements/sp_zonk.txt @@ -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... diff --git a/docs/elements/spaceship.txt b/docs/elements/spaceship.txt index 763d95bd..78bf1e0a 100644 --- a/docs/elements/spaceship.txt +++ b/docs/elements/spaceship.txt @@ -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 index 00000000..1a3bc06b --- /dev/null +++ b/docs/elements/speed_pill.txt @@ -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 index 00000000..55396b41 --- /dev/null +++ b/docs/elements/spring.txt @@ -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 index 00000000..2f4c2e18 --- /dev/null +++ b/docs/elements/steel_char.txt @@ -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 index 00000000..561d96e6 --- /dev/null +++ b/docs/elements/steel_exit_closed.txt @@ -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 index 00000000..1cd58f5e --- /dev/null +++ b/docs/elements/steel_exit_open.txt @@ -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 index 00000000..f8bd9311 --- /dev/null +++ b/docs/elements/steelwall.txt @@ -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 index 00000000..9ffffe78 --- /dev/null +++ b/docs/elements/steelwall_slippery.txt @@ -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 index 00000000..ad796e54 --- /dev/null +++ b/docs/elements/stoneblock.txt @@ -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 index 00000000..510d0b79 --- /dev/null +++ b/docs/elements/switchgate.txt @@ -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 index 00000000..6e4a7ddc --- /dev/null +++ b/docs/elements/switchgate_switch.txt @@ -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 index 00000000..3e3d379a --- /dev/null +++ b/docs/elements/time_orb_empty.txt @@ -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 index 00000000..5a890d95 --- /dev/null +++ b/docs/elements/time_orb_full.txt @@ -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 index 00000000..1f63a828 --- /dev/null +++ b/docs/elements/timegate_closed.txt @@ -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 index 00000000..c617fd42 --- /dev/null +++ b/docs/elements/timegate_open.txt @@ -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 index 00000000..38da7165 --- /dev/null +++ b/docs/elements/timegate_switch.txt @@ -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 index 00000000..03c9c1dc --- /dev/null +++ b/docs/elements/trap.txt @@ -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 index 00000000..96e044cc --- /dev/null +++ b/docs/elements/trigger_ce_score.txt @@ -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 index 00000000..2c73b10b --- /dev/null +++ b/docs/elements/trigger_ce_value.txt @@ -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 index 00000000..42d4f52d --- /dev/null +++ b/docs/elements/trigger_element.txt @@ -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 index 00000000..112ddc29 --- /dev/null +++ b/docs/elements/trigger_player.txt @@ -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 index 00000000..73ed6a86 --- /dev/null +++ b/docs/elements/tube.txt @@ -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 index 00000000..16bcd1f6 --- /dev/null +++ b/docs/elements/unknown.txt @@ -0,0 +1 @@ +Unknown element. diff --git a/docs/elements/unused.txt b/docs/elements/unused.txt new file mode 100644 index 00000000..6d4f734a --- /dev/null +++ b/docs/elements/unused.txt @@ -0,0 +1 @@ +Unused element. diff --git a/docs/elements/wall.txt b/docs/elements/wall.txt new file mode 100644 index 00000000..ad796e54 --- /dev/null +++ b/docs/elements/wall.txt @@ -0,0 +1 @@ +This is an average wall. It can't stand up to explosions. diff --git a/docs/elements/wall_bd_diamond.txt b/docs/elements/wall_bd_diamond.txt index ebb8880f..d5d79ec5 100644 --- a/docs/elements/wall_bd_diamond.txt +++ b/docs/elements/wall_bd_diamond.txt @@ -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. diff --git a/docs/elements/wall_crystal.txt b/docs/elements/wall_crystal.txt index 270da9d5..22118c59 100644 --- a/docs/elements/wall_crystal.txt +++ b/docs/elements/wall_crystal.txt @@ -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. diff --git a/docs/elements/wall_diamond.txt b/docs/elements/wall_diamond.txt index 224c1cf9..5aac2636 100644 --- a/docs/elements/wall_diamond.txt +++ b/docs/elements/wall_diamond.txt @@ -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. diff --git a/docs/elements/wall_emerald.txt b/docs/elements/wall_emerald.txt index 5f654d7c..0bebc60d 100644 --- a/docs/elements/wall_emerald.txt +++ b/docs/elements/wall_emerald.txt @@ -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. diff --git a/docs/elements/wall_emerald_purple.txt b/docs/elements/wall_emerald_purple.txt index 659d03ff..a69be853 100644 --- a/docs/elements/wall_emerald_purple.txt +++ b/docs/elements/wall_emerald_purple.txt @@ -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. diff --git a/docs/elements/wall_emerald_red.txt b/docs/elements/wall_emerald_red.txt index 60034921..b154e7ad 100644 --- a/docs/elements/wall_emerald_red.txt +++ b/docs/elements/wall_emerald_red.txt @@ -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. diff --git a/docs/elements/wall_emerald_yellow.txt b/docs/elements/wall_emerald_yellow.txt index a6063edc..e8f16a23 100644 --- a/docs/elements/wall_emerald_yellow.txt +++ b/docs/elements/wall_emerald_yellow.txt @@ -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. diff --git a/docs/elements/wall_pearl.txt b/docs/elements/wall_pearl.txt index c74f5eae..3c53e64a 100644 --- a/docs/elements/wall_pearl.txt +++ b/docs/elements/wall_pearl.txt @@ -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 index 00000000..778f18d6 --- /dev/null +++ b/docs/elements/wall_slippery.txt @@ -0,0 +1,2 @@ +As expected, objects slip off the round top of this wall. +Otherwise, it's just an average wall. diff --git a/docs/elements/yamyam.txt b/docs/elements/yamyam.txt index ed4012a9..6a1fa26b 100644 --- a/docs/elements/yamyam.txt +++ b/docs/elements/yamyam.txt @@ -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!