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Jul 18th, 2021
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  1. U: Controlled by you, the player!\nAnti: opposite direction
  2. player 2 has joined the game (dpad). Can also be spelled 'u2'.\nAnti: opposite direction
  3. and player 3 (ijkl or numpad).\nIf there are objects of two control schemes but not a third, the third control scheme can be used to move both of the first two at once.\nCan also be spelled 'u3'.\nAnti: opposite direction
  4. W: it's a double u (Alias: uu)\nAnti: opposite direction
  5. all players control y'all\nAnti: opposite direction
  6. YOU: Controlled by u, the player!\nCan be controlled by all players. (ortho only)\nAnti: opposite direction
  7. NO GO: Can't be entered by objects. Overrides GO AWAY PLS!\nAnti: icyyyy
  8. GO MY WAY: Prevents movement onto its tile from the tile in front of it and the two tiles 45 degrees to either side.\nAnti: only enterable from directly behind
  9. GO AWAY PLS: Pushed by movement into its tile.\nAnti: comepls
  10. PUSH: Go away plsed by movement into its tile.\nAnti: comepls
  11. COME PLS: Pulled by movement on adjacent tiles facing away from this unit.\nAnti: goawaypls
  12. SIDEKIK: If a unit moves perpendicularly away from a SIDEKIK, the SIDEKIK copies that movement.\nAnti: goawaypls&comepls
  13. DIAGKIK: If a unit moves 45 degrees away from a DIAGKIK, the DIAGKIK copies that movement. With two stacks, also copies 135 degree movement.\nAnti: goawaypls&comepls&sidekik
  14. NED KEE: When a NED KEE and FOR DOR unit move into each other or are on each other, they are both destroyed.\nAnti: fordor
  15. FOR DOR: When a NED KEE and FOR DOR unit move into each other or are on each other, they are both destroyed.\nAnti: nedkee
  16. :): At end of turn, if U is on :) and survives, U R WIN!\nAnti: un:)
  17. NO SWIM: At end of turn, if a NO SWIM unit is touching another object, all objects on the tile are destroyed.\nAnti: giv protecc
  18. COLRFUL: Causes the unit to appear a variety of colours.\nAnti: ??
  19. RAVE: Causes the unit to flash through the rainbow extremely quickly.\nAnti: ??
  20. TRANZ: Causes the unit to appear pink, white and baby blue. TRANZ objects are pinc, whit, and cyeann, and not any other colors.\nAnti: poof
  21. GAY: Causes the unit to appear rainbow coloured. GAY objects are reed, orang, yello, grun, bleu, purp, and pinc, and not any other colors.\nAnti: poof
  22. ENBY: Causes the unit to appear yellow, white, purple and black. ENBY objects are yello, whit, purp, blacc, and graey, and not any other colors.\nAnti: poof
  23. ACE: Causes the unit to appear black, grey, white, and purple. ACE objects are blacc, graey, whit, and purp, and not any other colors.\nAnti: poof
  24. PAN: Causes the unit to appear pink, yellow, and cyan. PAN objects are pinc, yello, and cyeann, and not any other colors.\nAnti: poof
  25. BI: Causes the unit to appear pink, purple, and blue. BI objects are pinc, purp, and bleu, and not any other colors.\nAnti: poof
  26. LESBAB: Causes the unit to appear red, orange, white, and pink. LESBAB objects are reed, orang, whit, and pinc, and not any other colors.\nAnti: poof
  27. LESBAD: Causes the unit to appear cyan, purple, and blue. LESBAD objects are cyeann, purp, and bleu, and not any other colors.\nAnti: can't snacc or be snacced
  28. ARO: Causes the unit to appear green, white, grey, and black. ARO objects are grun, whit, graey, and blacc, and not any other colors.\nAnti: poof
  29. FLUID: Causes the unit to appear pink, white, black, and blue. FLUID objects are pinc, whit, blacc, and bleu, and not any other colors.\nAnti: poof
  30. πOLY: Causes the unit to appear yellow, red, blue, and black. πOLY objects are yello, reed, bleu, and blacc, and not any other colors.\nAnti: poof
  31. SLEP: SLEP units can't move due to being U, WALK, COPKAT or SPOOPed.\nAnti: vibrate (like temmi)
  32. :(: At end of turn, destroys any U objects on it.\nAnti: destroy self
  33. WALK: Moves in a straight line each turn, bouncing off walls.\nAnti: opposite direction
  34. :o: If U is on :o, the :o is collected. Bonus!\nAnti: collect u (still gives bonus)
  35. GO ->: The unit is forced to face the indicated direction. LOOKAT GO -> makes a unit look in that direction or is true if it is facing that direction. BEN'T GO -> prevents an object from facing that direction.\nAnti: opposite direction
  36. UP: A GO ->, but facing up.\nAnti: down
  37. LEFT: A GO ->, but facing left.\nAnti: right
  38. DOWN: A GO ->, but facing down.\nAnti: up
  39. RIGHT: A GO ->, but facing right.\nAnti: left
  40. UPLEFT: A GO ->, but facing upleft. Can also be spelled leftup.\nAnti: downright
  41. UPRIGHT: A GO ->, but facing upright. Can also be spelled rightup.\nAnti: downleft
  42. DOWNLEFT: A GO ->, but facing downleft. Can also be spelled leftdown.\nAnti: upright
  43. DOWNRIGHT: A GO ->, but facing downright. Can also be spelled rightdown.\nAnti: upleft
  44. BEHIN U: BEHIN U units swap with everything on tiles they move into, and swap with units that move onto their tile, then face their swapee. Nothing personnel, kid.\nAnti: goawaypls + can push everything
  45. OUCH: This unit is destroyed if it shares a tile with another object, or if it tries to move/be moved into and can't.\nAnti: treats everything else as ouch
  46. QT: Makes the unit emit love hearts.\nAnti: is rong
  47. GO: This unit will force all other objects in its tile to move in its facing direction.\nAnti: opposite direction
  48. GOOOO: The instant an object steps on a GOOOO unit, it is forced to move in the GOOOO unit's direction.\nAnti: opposite direction
  49. ICY: Objects on something ICY are forced to move in the direction they entered the ice (disabling everything SLEP does) until they either leave the ice or can't move any further.\nAnti: opposite direction
  50. ICYYYY: The instant an object steps on an ICYYYY unit, it is forced to move again.\nAnti: opposite direction
  51. DELET: At end of turn, if U is on DELET, you get booted out of the level and erases all progress in the level (win, bonus, transformation).\nAnti: win, bonus, and transform into the object stepped on
  52. DIAG: Prevents the unit from moving orthogonally, unless it is also ORTHO. Also affects rule parsing.\nAnti: ortho
  53. ORTHO: Prevents the unit from moving diagonally, unless it is also DIAG. Also affects rule parsing.\nAnti: diag
  54. HOTTE: At end of turn, HOTTE units destroys all units that are FRIDGD on their tile.\nAnti: fridgd
  55. FRIDGD: At end of turn, HOTTE units destroys all units that are FRIDGD on their tile.\nAnti: hotte
  56. PROTECC: Cannot be destroyed (but can be converted).\nAnti: destroys object
  57. FLYE: A FLYE unit doesn't interact with other objects on its tile, and can ignore the collision of other objects, unless that other object has the same amount of FLYE as the unit. FLYE stacks with itself! Also pushing can occur regardless of flye.\nAdds 5 to draw layer per flye, and 15 if there's at least 1.\nAnti: -1 to count
  58. TALL: Considered to be every non-negative FLYE amount at once.\nAnti: non-positive (stacks with non-anti to block all)
  59. HAET SKYE: After movement, this unit falls DOWN as far as it can.\nAnti: haetflor
  60. HAET FLOR: After movement, this unit falls UP as far as it can.\nAnti: haetskye
  61. MOAR: At end of turn, this unit replicates to all free tiles that are adjacent.\nIt can spread to spaces in anywhere it can reach ignoring space shenanigans or blockages where ortho movement takes 2 points and diagonal 3, with (stacks+1) points; but only if those points either don't have anything blocking the object from entering (this can go through walls) or one of the object in question (which also won't grow two into the same space).\nAnti: -1 stack; at negative, if it would grow to any space at |n| stacks, the object is deleted
  62. VISIT FREN: At end of turn, all other objects are sent to the next VISIT FREN unit with the same name in reading order (left to right, line by line, wrapping around). Higher levels of VISIT FREN will cause the target to be 1 backward, 2 forward, 2 backward, etc.\nAnti: visitfren object teleports to the next spot in level every turn
  63. STELTH: A STELTHy unit doesn't draw. STELTHy text won't appear in the rules list... kinda\nAnti: adds 130 to object draw layer
  64. SHY...: Can't initiate or continue a goawaypls, comepls, sidekik, or diagkik movement, and can look away from those objects, sometimes.\nAnti: stubbn
  65. FOLO WAL: At end of turn, faces the first direction that it could enter and that doesn't have another unit of its name: right, forward, left, backward. When combined with WALK, causes the unit to follow the right wall.\nAnti: turn cornr
  66. TURN CORNR: At end of turn, faces the first direction that it could enter and that doesn't have another unit of its name: forward, right, left, backward. When combined with WALK, causes the unit to bounce off walls at 90 degree angles.\nAnti: folo wal
  67. nxt: If U is on nxt, go to the next level (specified in object settings).\nAnti: auto return to map
  68. TRY AGAIN: When U is on TRY AGAIN, the level is undone back to the starting state, except for NO UNDO objects. TRY AGAIN can be undone!\nAnti: plays through the level's replay to the end
  69. NO UNDO: NO UNDO units aren't affected by undoing manually. LVL BE NO UNDO prevents undo inputs entirely.\nAnti: undo
  70. UNDO: UNDO units, at end of turn, rewind a turn earlier, cumulatively. Stacks!\nAnti: no undo
  71. STUBBN: STUBBN units ignore the special properties of WALK movers (bouncing off of walls, and declining to move if it would die due to being OUCH) and also makes attempted diagonal movement slide along walls. Stacks with itself - the more STUBBN, the more additional angles it will try, up to 180 degrees at 5 stacks! (2 stacks allows for 45 degree movement orthogonally.)\nAnti: shy...
  72. GO ARND: GO ARND units wrap around the level, as though it were a torus.\nBORDR objects are used as the level border, and the wraparound doesn't go through BORDRs.\nDiagonal GO ARNDs on corners of non-square levels might not work as expected, as it simply traces backward until hitting a BORDR.\nLVL BE GOARND will cause all objects to be able to wrap.\nAnti: flip around at edge (portal leading out to itself)
  73. MIRR ARND: MIRR ARND units wrap around the level, as though it were a projective plane.\nAnti: flip around + mirror at edge
  74. POOR TOLL: If a unit would enter a POOR TOLL unit, it instead leaves the next POOR TOLL unit of the same name in reading order (left to right, line by line, wrapping around) out the corresponding same side. Does not stack.\nAnti: to explain this to you, we have to talk about parallel universes. Also it's not made yet so i'll write about the skuttlebug jamborees when it is.
  75. SPLIT: Objects on a SPLITer are split into two copies on adjacent tiles.\nAnti: pulls objects arond to become 1
  76. MUNWALK: MUNWALK units move 180 degrees opposite of their facing direction. Stacks will cancel each other out.\nAnti: literally nothing
  77. SIDESTEP: SIDESTEP units move 90 degrees clockwise off of their facing direction. Stacks!\nAnti: stack 3
  78. DIAGSTEP: DIAGSTEP units move 45 degrees clockwise off of their facing direction. Stacks!\nAnti: stack 7
  79. KNIGHTSTEP: KNIGHTSTEP units move like the Knight chess piece, rotated 22.5 degrees clockwise. Stacks add additional 1, 1 hops.\nAnti: move like a pawn (todo: make better desc after implemented)
  80. HOPOVR: HOPOVR units move two tiles ahead, skipping the intermediate tile. Stacks additively.\nAnti: sets motion to 0
  81. HALFSTEP: HALFSTEP units move half as much. Tiles off by nonwhole amounts tend to not interact in most ways. Stacks exponentially.\nAnti: hopovr
  82. SPIN: A GO^ facing the same direction as the unit is facing, rotated clockwise the number of times on top of the property.\nAnti: opposite direction
  83. BRITE: Emits light in all directions.\nAnti: tranparnt
  84. TRANPARN'T: Blocks light using a non-tile based system. Also blocks meow.\nAnti: brite
  85. TORC: A TORC object emits light in the direction they're facing. The angle of the light determined by the number of TORC stacks. (WIP)\nAnti: gomyway but for light (WIP)
  86. NO TURN: A NO TURN unit's direction can't change (unless re-oriented by non-euclidean level geometry, i.e. POOR TOLL).\nAnti: rotatbl
  87. WURD: A WURD unit forms rules as though it was its respective text. TXT BEN'T WURD makes that text not parse.\nAnti: parse in opposite direction (stacks with normal wurd)
  88. ZA WARUDO: Can stop time and move without anything else moving. Faster than rule parsing itself!\nAfter forming the rule, press E (hourglass on mobile) to toggle. While stopped, a non-zawarudo object that would move at infinite speed will move one space per turn.\nAnti: is frozen outside timestop but not inside
  89. TXTIFY: BE TXTIFY causes that object to be turned into its corresponding metatext. Will plsdont at 100 layers of meta.\nAnti: thingify
  90. THINGIFY: BE THINGIFY causes that text to turn into the object it represents (or text it represents if metatext).\nSome objects are special and can only be gotten via thingify.\nAnti: txtify
  91. N'TIFY: BE N'TIFY causes that object or text to turn into its corresponding n't version.\nAnti: ify
  92. N'TIFYYY: n'tify but it always adds nt (so it can make n'tn't text and objects)\nThere is no way to see how many nts a object has so this is dumb but whatever\nAnti: ify (yes anti anti n'tfyyyy is just n'tify)
  93. IFY: BE IFY causes that object or text to turn into itself. Specifically, if also transforming into something else, it also stays there in addition to transforming.\nAnti: n'tify
  94. CURSE: Makes object move like U on lins/lvls and able to enter lvls (also goes through walls)\nAlso adds 24 to draw layer.\nAnti: opposite direction
  95. HER ->: Sends objects to where the text indicates. N'T HER makes objects HAET that tile.\nAnti: opposite direction
  96. THR ->: Sends objects as far away from it as possible (until hitting a wall) in the indicated direction. N'T THR makes objects HAET a line from the text.\nAnti: opposite direction
  97. RIT HERE: Sends objects to where the text is.\nAnti: random space in lvl other than this one
  98. STAY THER: Objects with this property will be taken with you when you transition between levels.\nAnti: object vanishes
  99. GLUED: Stuck to adjacent units with glued, and can't move unless the entire block can simultaneously move.\nCan also form same[paint/flye/face] to make something only glued to those items.\nAnti: ignores comepls/sidekik/diagkik
  100. ROTATBL: Makes any object able to be rotated.\nAnti: noturn
  101. NUEK: A NUEK will begin destroying everything around it, its radius growing once per turn.\nAnti: places xplod at the corners of lvl
  102. UN:): When U touches UN:), the current level will no longer be considered won, without exiting the level. Imagine a win score equal to the number of Us on :) minus the Us on UN:). If positive, you win. If negative, you lose your win. If equal, nothing happens.\nAnti: :)
  103. NO TRANFORM: A property that prevents the object from transforming. LVL BE NO TRANFORM reverts any transformations it had. X BEN'T NOTRANFORM negates X BE X. Also negates TRANZ.\nAnti: tranz
  104. REFLECC: When a unit moves into a REFLECC's front or behind, it gets reflected off of that surface.\nAnti: ??
  105. STUKC: Anything with this property can't move.\nAnti: if not moved this turn, move in a random direction
  106. GONE: If something is GONE, it floats away into nothingness.\nAnti: zomb
  107. DRAGBL: Units that are DRAGBL can be picked up and moved around.\nAnti: takes the opposite of your mouse movements
  108. NO DRAG: Units that are DRAGBL can't be placed on NO DRAG objects.\nAnti: mous cant move on or over
  109. THICC: Thicc things take up a 2x2 space. Expands to the lower right. Stacks additively. Also disables all spatial darnery (poor toll and go/mirrarnd).\nAnti: babby (yes, the noun)
  110. RYTHM (property): Turns pass for these units based on time, separate from normal turns passing. Uses the same system as zawarudo.\nAnti: follows random intervals instead of a rhythm
  111. COOL: COOL units wear a pair of sunglasses, and don't shake.\nAnti: hotte
  112. THONK: THONK units question their own FRAGIL existence.\nAnti: ??
  113. ZOMB: Revives all previously destroyed copies of an object. Anti: gone
  114. BORING: Makes an object unable to be effected by rules, except for boring itself. Also prevents being influenced by giv. x ben'tn't y will circumvent even broken.\nAnti: not implemented atm
  115. BCE: Sets the object's position to a value based off its name (X) and color values (Y). \n Stands for Babitary Code Execution.\nAnti: Makes the (X) based off the color, and the (Y) based off the name.
  116. ROND: Puts the object on the nearest tile (if it is in between tiles). \nAnti: Sets it to the unit farther away from the offgrid unit.
  117.  
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