fRaBs  objects
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[2.d] Object List
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Some objects which have on/off states will change their color to reflect
these states. Green, of course, means on, while red means off. The
following objects do this :
  Sensor
  Death_respawner
  Death_sensor
  All of the logic gates
  Indicator
  Switch

There are a few objects that can be confusingly named in fRaBs, such as
ANTCRACK2 and ANT_CRACK_NEW, and other variations. These variations will
be described under one listing, such as ANT_CRACK. The new ants such as
the ANT_JUMP and the ANT will all be listed under ANT_ROOF, the original
object in which these slightly different objects are derived from.

Another important note to remember with lots of these enemies is that you
can modify their AI to have them shoot a variation of weapon types, which
are often referred to as ai_types. A list of the various ai_types can be
found with the description of the ANT_CRACK objects.

Now let's take a look at the objects.

A - B - C - D - E - F - G - H - I - J - K - L - M
N - O - P - Q - R - S - T - U - V - W - X - Y - Z

ALIEN_DRONE (variations)
        This is an alien drone taken from the Aliens movies, for the Aliens
        Abuse addon. It acts similar to the ant objects, although this one has
        the ability to push the player around upon contact and it does not fire
        a weapon, although in the future it may.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

        The ALIEN_WARRIOR is a larger version of the alien drone.

AMBIENT_SOUND (variations)
        AMBIENT_SOUNDs are played continuously with a user definable delay
        and volume. They have a range of 500 pixels. Volume is highest at the
        point of origin, and diminishes with distance.  You can use the
        number keys to change the sound type quickly.  Use SHIFT-number key
        to get more of the sound effects.

        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

        AMBIENT_SOUND2 uses different sound effects than AMBIENT_SOUND. These
        sounds are located in addon/leon.

ANT_CRACK (variations)
        An ANT_CRACK is an irregular object from which any number and type of
        aliens can come bursting forth. The user can set the number and type
        of aliens by accessing the extended AI options. The alien types
        (ai_types) are as follows :

        0 = yellow-white fast Laser shot
        1 = golden-orange slow Laser shot
        2 = Grenade
        3 = Rocket
        4 = Plasma
        5 = Fire Bomb
        6 = Death Frizbee (may cause errors)
        7 = Laser Saber
        8 = Nothing
        9 = Pulse shot (Flyers shoot these... with ants the game may crash)
       10 = Nothing
       11 = quick white Laser shot
       12 = three white Laser shots
       13 = five white Laser shots
       50 = green 'acid' laser (may/may not work)

        You can also press a number key while the cursor is on the ant to
        quickly change the type of weapon it fires.

        If it has no links it will NOT be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

        (Leon's variations)

        A couple of interesting takes on the ANT_CRACK idea are the 'anthole'
        objects. The ANTHOLE and the ANTCRACK2 are objects that will create a
        new ant for every ant you kill, allowing for a max ants variable that
        tells the ANTHOLE that if there are less than N objects on screen, it
        needs to spawn another ant. There is also a delay variable that will
        make the ANTHOLE wait for a certain period of time before the next ant
        is created. Like the ANT_CRACK, the ants these 'anthole' objects spawn
        have a user-definable ai_type. The ANTCRACK2 looks like a regular
        ANT_CRACK and has the ants jumping out of a crack, while the ANTHOLE
        spawns falling ants, similar to an ANT_ROOF with the hiden variable
        set to 1.

        It is important to distinguish the ANTCRACK2 from the ANT_CRACK_NEW
        object, which acts exactly like a normal ANT_CRACK except that the ants
        it spews leave corpses behind when they die. Finally, there is one last
        object, the ANT_CRACK_HIDDEN, which is an invisible version of the
        normal ANT_CRACK. During edit mode, both of these are indistinguishable
        from regular ANT_CRACKs, but in the case of the ANT_CRACK_HIDDEN, it
        is invisible during actual gameplay.

ANT_ROOF (variations)
        An ANT_ROOF is an alien whose normal state is a invulnerable coccon.
        Usually placed on the roof, hence its name. It will activate when
        the player comes within range when UNDERNEATH it. It will not activate
        if the player is above it, even when in range. An ANT_ROOF can be of
        any type of alien. To change its type, place the mouse cursor over the
        alien of your choice, watching for a grey bounding box to be drawn.
        Once you are over the alien press any of the number keys from 1-7 to
        change the alien type, refer above to alien type and number. For the
        newer alien types, go to the AI menu and change the ai_type field
        manually. The hiden variable can be used to make the ant cocoon
        invisible until activated; this function replaces the older object, the
        HIDDEN_ANT, that was found in previous versions of Abuse.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

        (Leon's variations)

        There are many new variations on the ANT_ROOF concept, designed for ants
        that have different patterns of behavior. There is an object called ANT
        that acts the same as an ANT_ROOF, and even behaves the same, but it has
        the probability of leaving a bloody corpse when it dies, rather than just
        exploding like your run-of-the-mill ANT_ROOF. If you like the corpses that
        ants leave behind, you may want to start using the ANT object rather than
        the ANT_ROOF for your levels. Keep in mind, however, that these new
        variations and other objects will only work when you play your level in
        fRaBs (or a version of Abuse that has the new LISP integrated correctly).

        Some of the new ants, such as the ANT_JUMPER, actually act differently. As
        the name would suggest, these ones like to hop around. Some names aren't
        as obvious, however. The ANT_TOUGH is an ant that does not 'fall back'
        when it is shot, and it fires in quick, unpredictable bursts. In addition,
        this one doesn't climb on walls and it has a tougher skin. An ANT_TOUGH
        with 20 health will be much harder to kill than an ANT_ROOF with similar
        attributes. Look in /addon/leon/ and run leon.bat to see some levels that
        use grey ANT_TOUGH objects as end-of-level bosses.

        The ANT_GREATER2 is a faster version of the ANT_ROOF that does not get
        immobilized when shot and doesn't climb on walls, similar to the ANT_TOUGH.
        However, it doesn't shoot as much as the ANT_TOUGH. They're a suprise pest
        though, because the player will be wondering why the ants are moving so
        quickly all of a sudden. :)

        The ANT_PRED is an ant that is invisible to the player. Think of an
        ANT_ROOF that got the POWER_SNEAKY item and you have an ANT_PRED. You can
        get a similar effect from the ANT_ROOF by setting the fade variable to 15
        in it's AI.

        One interesting characteristic of these new ANT_ROOF variations is the
        new variables in their AI, called 'class specific var1'(2)(3). The effects
        of these variables are not fully known/documented. The first class specific
        variable is interesting, though. By setting the ant's health to X and the
        'class specific var1' to 20, the ant's health actually becomes 20X. This is
        useful, because previously the ants had a max health of something in the
        12,000 range, but by using a large 'class specific var1' there is no real
        limit to how much life you can give an ant. This is one way to offset the
        strength of the BFG in a level - simply give the ants a whole lot of health
        by using the different variations and their class var.

ANT_SHIP
        The ANT_SHIP is a flying behemoth, driven by a single tiny ant. It has a
        customizable ai_type, but once it is shot it will cycle through a few
        different ai_types until it dies. Watch out, because before it dies
        the player is subject to be shot with firebomb. It can be a formidable
        opponent.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

BIG_BOMB
        A really big bomb which is triggered by a sensor or switch.
        It has a user definable delay which can be set in its AI.
        It can kill the player if they are in range of its blast, which is
        not very large. They can be chained together by linking them
        sequentially. If placed with no links, the bomb will explode on its
        own.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

BLOCK
        A BLOCK is just an object which can be hurt, but otherwise
        only blocks the player. The player can walk on BLOCKs. BLOCKs have a
        health of 30.

        It ignores all links.

BOULDER
        A BOULDER is a huge, spiked ball. If dropped from a height, it
        will bounce on the floor doing damage to anything beneath it,
        including aliens, HIDDEN tiles, players, and anything else
        capable of being hurt. Its x and y velocity can be modified in
        its AI. It can be killed.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

BOMB
        This is a smaller version of the BIG_BOMB and does the same thing,
        but has a weaker and smaller explosion. See BIG_BOMB above.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

CONC
        This is a mine. When touched by the player, it explodes, causing
        damage. Otherwise it will just sit there waiting for the player.
        Typically placed on the floor.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.
 

CONC_AIR
        This is a air mine. Essentially the same as the CONC mine, except
        it looks different. Typically placed in the air.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

DEATH_RESPAWNER
        The DEATH_RESPAWNER will spawn a new object at the location of another
        object, when that object dies. For example, if linked to an alien, a
        user chosen object will appear where that alien died. This can be
        useful for creating types of puzzles where the player must kill a
        certain alien. This object can only be used on the alien objects.

        The linking order is as follows:

                First, link the DEATH_RESPAWNER to the object you want to
                be respawned.

                Next, link the DEATH_RESPAWNER to any number of aliens (ANTs).

DEATH_SENSOR
        This object, like all other sensors, has two states : on and off.
        Whenever the object this sensor is linked to dies, or is deleted
        (which is the case with ammo and health), the sensor will switch to an
        on state. It can have multiple links. If it does, the sensor will
        switch to the on state only when all of the objects it has been linked
        to are dead or deleted.

DEATH_SKULL
        These rotating skulls fly around, occupied by an odd whirring sound.
        An example of how they work can be found by loading the level t_skull.spe
        in addon/claudio. They act similar to the ANT_SHIP and the DEATH_UMBRELLA
        but there are a few important differences. Firstly, they only shoot the
        Pulse Shot and when weakened, they resort to the Firebomb. Upon being shot
        or damaged, they are enveloped in fire, but they are not dead yet. Keep
        shooting at the flames before they get a chance to pound you with the
        Firebomb.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

DEATH_UMBRELLA
        (Ed. Note: Out of all the new addons and enemies, this one is probably
        my favorite... it's just cool looking, and it hovers perfectly!)

        This is a classic enemy - a 3d-ish UFO flies around and shoots you
        with varying weaponry. In fRaBs, the new Level00 starts you in the midst
        of a forest (Justin's favorite foreground/background art) and you're
        being approached by the DEATH_UMBRELLA, with it's distinct metal rattling
        (Justin's favorite enemy). It acts very similar to the ANT_SHIP in that
        it has an ai_type option, but it shoots varying weapons. However, the
        varying weapons it shoots are different than the ANT_SHIP... it cycles
        through the weapons in a different order, although it ends on a hot note:
        the firebomb. Therefore, caution is advised.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

DECO_ANTBODY (variations)
        In the event that you wish to decorate your levels with ant corpses,
        fRaBs has a wide variety of objects that will suit your needs. Use the
        ai_type variable to change their color.

        DECO_ANTBODY - Some guts and a leg.
        DECO_ANTBODY2 - A sitting ant (presumably dead).
        DECO_ANTBODY3 - The pulsating corpse of a slain ant.
        DECO_ANTHANG - A tattered ant hanging from above.
        DECO_ANTSIT - This sitting ant nods it's head every now and again.

DFRIS_ICON10
        This is the large ammo unit for the Death Frizbee. It gives the player
        10 additional units of ammo. Like all ammo, if it is connected to a
        sensor or switch which is off, the ammo will be invisible, untouchable,
        and unaffected by gravity, until the sensor or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

DFRIS_ICON4
        This is the small ammo unit for the Death Frizbee. It gives the player
        4 additional units of ammo. Like all ammo, if it is connected to a
        sensor or switch which is off, the ammo will be invisible, untouchable,
        and unaffected by gravity, until the sensor or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

DRAY_ICON4
        This is the small ammo unit for the Death Ray. It gives the player
        4 additional units of ammo. Like all ammo, if it is connected to a
        sensor or switch which is off, the ammo will be invisible, untouchable,
        and unaffected by gravity, until the sensor or switch turns on. Note
        that putting this weapon in a level may severely change the gameplay
        balance of the level.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

DRAY_ICON8
        This is the large ammo unit for the Death Ray. It gives the player
        8 additional units of ammo. Like all ammo, if it is connected to a
        sensor or switch which is off, the ammo will be invisible, untouchable,
        and unaffected by gravity, until the sensor or switch turns on. Note
        that putting this weapon in a level may severely change the gameplay
        balance of the level.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

DROID
        The DROID is a robot that looks somewhat like the player. When activated
        it walks towards the player and fires a volley of shots. The weapon it
        shoots is customizable in the AI, as well as the speed that it walks.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

END_GAME
        When activated by a sensor or switch, this object will make the current
        game quit to the original Abuse ending screen. fRaBs has no ending, so
        this object is farely useless. If you want to use it in a level, though,
        it looks best in conjunction with the palrotore palette.

        If it has no links it will be active (generally not a good thing).
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

END_OF_S
        A pointless graphic that says 'End of Shareware'. I might remove
        it someday.

FACE_HUGGER (variations)
        This is a little spider-like creature taken from the Aliens movies, for
        the Aliens Abuse addon. It acts similar to the ant objects, although
        this one has the ability to push the player around upon contact and it
        does not fire a weapon.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

        Some related objects are the FACE_HUGGER_EGG, which will hatch from an
        egg when a player approaches, and the FACE_HUGGER_JAR_ALIVE, which will
        release a face hugger when shot. Please note that the other face hugger
        objects, the FACE_HUGGER_EGG_HATCHED, FACE_HUGGER_EGG_UNHATCHED, and the
        FACE_HUGGER_JAR_DEAD are only decorative objects, and do not spawn actual
        face huggers, although they look exactly the same as the objects that do
        when placed in a level.

FBOMB_ICON1
        This is the small ammo unit for the Fire Bomb. It gives the player 1
        additional unit of ammo. Like all ammo, if it is connected to a
        sensor or switch which is off, the ammo will be invisible, untouchable,
        and unaffected by gravity, until the sensor or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

FBOMB_ICON5
        This is the large ammo unit for the Fire Bomb. It gives the player 5
        additional units of ammo. Like all ammo, if it is connected to a
        sensor or switch which is off, the ammo will be invisible, untouchable,
        and unaffected by gravity, until the sensor or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

FIRE_C
        This is a wall of fire that damages the player when touched. It acts
        similar to LAVA only with more range.

FLYER
        This is a flying robot, which can fire any of the 7 weapon types.
        To change the weapon type, use the same method used for the ANT_ROOF.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

FORCE_FIELD
        This object is a wall of energy which blocks the character from
        crossing. This wall can be up to one screen in height. Position the
        object at the top of where you want the wall.

        If it has no links it will be active (on or off depending).
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

GATE_AND
        Logic gates modify their state depending upon the states of their
        links. A GATE_AND will turn on only when all of its links are in
        the on state. This logic gate can have multiple links.

GATE_DELAY
        Logic gates modify their state depending upon the states of their
        links. A GATE_DELAY reflects the state of its link, however, it has
        a user definable delay before it switches states. This logic gate
        can have only one link.

GATE_NOT
        Logic gates modify their state depending upon the states of their
        links. The state of a GATE_NOT will always be the opposite of the
        state of its link. A GATE_NOT only supports one link.

GATE_OR
        Logic gates modify their state depending upon the states of their
        links. A GATE_OR will be in the on state whenever any one of its
        links are on, and is off only when all of its links are off. This
        logic gate supports multiple links.

GATE_PULSE
        Logic gates modify their state depending upon the states of their
        links. A GATE_PULSE will, when switched on by its link, pulsate
        between on and off states, with a user definable delay between
        off states. This gate only supports one link.

GATE_XOR
        Logic gates modify their state depending upon the states of their
        links. A GATE_XOR switches on if and only if an odd number of its
        links are on. That is, if there are two links, and one is on while
        the other is off, the GATE_XOR will be on. If they were both off or
        both on, then the GATE_XOR would be off. This gate supports multiple
        links.

GREEN_FLYER
        This is a green flying robot, which can fire any of the 7 weapon
        types. See ANT_ROOF for a description of how to change the weapon
        type.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

GRENADE_ICON10
        This is the large ammo unit for the Grenade. It gives the player 10
        additional units of ammo. Like all ammo, if is connected to a sensor
        or switch which is off, the ammo will be invisible, untouchable, and
        unaffected by gravity, until the sensor or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

GRENADE_ICON2
        This is the small ammo unit for the Grenade. It gives the player 5
        additional units of ammo. Like all ammo, if is connected to a sensor
        or switch which is off, the ammo will be invisible, untouchable, and
        unaffected by gravity, until the sensor or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HEALTH
        This is a heart icon. It increases your health by 5-20 points,
        depending on difficulty level.

HIDDEN_BACK_METAL, HIDDEN_BACK_METAL_BIG
        These objects can work as decor to hide other foreground objects from
        the player's sight. Other than that, they do nothing.

HIDDEN_WALL1
        Hidden objects are used to hide secrets. They can be destroyed using
        any of your weapons. Hidden walls can be made indestructible by
        linking them up to sensors or switchs. When the switch or sensor
        turns on, the hidden wall will self destruct, causing a lot
        of damage to any aliens, and/or other hidden walls surrounding
        it, but no damage to the player. This hidden wall looks like
        a single wall tile.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL2
        This hidden wall looks like a roof tile.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL3
        This hidden wall looks like a gray block.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL4
        This hidden wall looks like a floor tile.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL5
        This hidden wall looks like a floor-to-wall connector.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL_2x2
        This hidden wall looks like a 2x2 gray block.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL_3FLR
        This hidden wall looks like a 3 tile wide floor tile.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL_3TOP
        This hidden wall looks like a 3 tile wide roof tile.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL_3WALL
        This hidden wall looks like a 3 tile wide wall tile.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

HIDDEN_WALL_AFLR
        This hidden wall looks like an alien floor tile.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

INDICATOR
        This object switches its color between red and green when it turns off
        and on. It's useful for showing the player info about sensor states
        or switch states.

        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

JUGGER (variations)
        This is a walking or stationary robot which tosses grenades.
        Its AI modifies whether is walks or is stationary, and the angle
        at which it throws the grenades.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

        The DROID_JUGGER looks like a DROID but acts like a JUGGER. Hmmm...
        a robot with an identity crisis?

LADDER
        LADDERs allow the player to climb up and down. The LADDER must be
        linked to another object to work. The LADDER marks the upper left
        corner of the box the player can climb up in, and the other object
        marks the lower right corner. When a player enters this box, they
        can climb the ladder by pressing up. Note that a player is
        considered to be in this box if his feet are.

        This object requies one and only 1 link to another object
        (usually a marker) to function.

LAMP_BIG, LAMP_EX1
        The LAMP_BIG is a decorative lamp, while the LAMP_EX1 is a lamp that
        can be shot/destroyed. A sample level that uses both objects is
        included in addon/claudio/t_lamp.spe, illustrating the lighting and
        other possibilities that can be used for these objects.

LAVA
        LAVA constantly does damage to the player, for as long as they are
        touching.

LAVA2
        LAVA2 damages quicker than the regular LAVA, and can actually
        keep the player locked down.

LIGHTHOLD
        A LIGHTHOLD allows other objects to have lights attached to them.
        Simply link the LIGHTHOLD to the light and to the object you wish to
        hold the light. The order in which these links are created does not
        make a difference. The light will now follow the other object wherever
        it goes. Remember to use the second method of linking for lights.

LIGHTIN
        This object hurts the player when the lighting flashes. The speed is
        user definable.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

LRESTART_POSITION
        'Leon's Restart Position' is similar to the normal one, except that
        you cannot use them to refill your health unless you play on the
        easiest difficulty level. It is a well-known trick that a normal
        RESTART_POSITION does not save your health information, and upon
        dying and returning to the save point, your health is restored. It
        looks identical to the normal RESTART_POSITION.

LSABER_ICON50
        This is the small ammo unit for the Laser Saber. It gives
        the player 50 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the sensor
        or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

LSABER_ICON100
        This is the large ammo unit for the Laser Saber. It gives
        the player 100 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the sensor
        or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

MARIO_OBJECTS

MARKER
        An object which does nothing, but can hold links for objects
        which need to be linked to other objects such as the LADDER.

MBULLET_ICON20
        This is the large ammo unit for the Laser Rifle. It gives
        the player 20 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the sensor
        or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

MBULLET_ICON5
        This is the small ammo unit for the Laser Rifle. It gives
        the player 5 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the sensor
        or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

MEDKIT
        This is a little medkit. It increases your health by 5-20 points,
        depending on difficulty level.

NEXT_LEVEL
        When the player activates the NEXT_LEVEL object (by pressing the down
        arrow while touching it), it will take the player to a level listed as
        a number in its AI. To use the NEXT_LEVEL object it is necessary for
        the level to be in the levels directory and use the naming convention
        "levelXX.spe", where XX is any number from 0 to 99.

        It is recommended that you double link the NEXT_LEVEL to its top,
        NEXT_LEVEL_TOP. To double link something means to link one object to
        another and that second object back to the first.

        (Ed Note. I assume that Crack Dot Com was going to add in a special
        animation for when the player exited, but they never got around to
        making it... so this last note can be disregarded, as can the note
        found below)

NEXT_LEVEL_TOP
        The top part to the NEXT_LEVEL. Should be linked to a NEXT_LEVEL
        object.

OBJ_HOLDER
        This object is similar to the LIGHTHOLD, but instead of attaching
        a light to an object, it glues together two objects. This object is
        sensitive to the ordering of the links. The first link is the object
        to be held. The second link is the object which is holding the first.
        There is an optional third link which, if it exists, will act as a
        trigger for the OBJ_HOLDER. The object will be held only if this link
        is on.
        Note that if the first or second link is broken (which will happen if
        the object dies or is deleted), the links will reorder themselves.
        The OBJ_HOLDER has modifiable AI for the displacement of the first
        object with respect to the second object.
        An OBJ_HOLDER with no links or one link will be deleted by the engine.

OBJ_MOVER
        This object allows the level designer create paths for objects to
        move on. It accepts two links. The first link marks the endpoint
        for the path, and the second is the object which is to be moved.
        By linking OBJ_MOVERs in a circle, the object can be kept moving
        indefinitely. When the OBJ_MOVER moves the object to its
        destination, the link is then transfered to the end object, which
        in a chain of OBJ_MOVER will then move the target object to the
        next link in the chain. A chain composed of multiple OBJ_MOVERS
        can hold multiple target objects, one for each pair of OBJ_MOVERS.
        You can modify the speed at which it will move in its AI.

PLASMA_ICON20
        This is the small ammo unit for the Plasma Beam. It gives
        the player 20 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the sensor
        or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

PLASMA_ICON50
        This is the large ammo unit for the Plasma Beam. It gives
        the player 50 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the
        sensor or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

POINTER
        An object which does nothing, but can be used to draw the players
        attention to certain points in the level. It looks like a golden
        arrow.

POWER_FAST
        Power icons, when collected, augment the player's abilities. The
        player can only have one power icon at a time. All power icons
        are activated by pressing the right mouse button.
        This power icon will allow the player to move twice as fast as
        normal and jump higher.

POWER_FLY
        Power icons, when collected, augment the player's abilities. The
        player can only have one power icon at a time. All power icons
        are activated by pressing the right mouse button.
        This power icon will allow the player to fly.

POWER_HEALTH
        Power icons, when collected, augment the player's abilities. The
        player can only have one power icon at a time. All power icons
        are activated by pressing the right mouse button.
        This power icon will allow the player to have 200 health points.

POWER_NONE
        Most power icons, when collected, augment the player's abilities.
        This one is an exception. It is invisible during gameplay, but when
        walked across, the screen flashes black momentarily. This can be a
        useful tool if your level's gameplay can be augmented by having the
        player lose a power item without gaining another one... i.e. after a
        flying section, you use a POWER_NONE to make the player lose the
        flying ability so movement through the corridors is easier.

POWER_SNEAKY
        Power icons, when collected, augment the player's abilities. The
        player can only have one power icon at a time. All power icons
        are activated by pressing the right mouse button.
        This power icon will allow the player to become paritally invisible.

PUSHER
        This object will push the player in the direction of the arrows.
        The level designer can change the strength at which it pushes the
        player in its AI.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

RESPAWNER
        This object, like the DEATH_RESPAWNER, spawns new objects. It has but
        one link, the object it will respawn. There is a user definable delay
        between respawns in its AI. An object is respawned only if it is
        deleted once spawned. The object will be spawned at the location of
        the RESPAWNER. One use of this object is to have infinite sources of
        ammo and health in network games.

RESTART_POSITION
        This object functions as a user activated save position in the game.
        When the levels tend to be very large, it is necessary to put in
        RESTART_POSITIONs, so that if the player dies, they do not have to
        start from the very beginning again. In general, the more
        RESTART_POSITIONs a level has the easier it is.

ROB1
        A large robot which can chase you down halls. It has large spinning
        blades which are situated in front of it, that do a decent amount of
        damage. It has user definable speed and health settings in its AI.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

ROCKET_ICON2
        This is the small ammo unit for the Rocket Launcher. It gives
        the player 2 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the sensor
        or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

ROCKET_ICON5
        This is the large ammo unit for the Rocket Launcher. It gives
        the player 5 additional units of ammo. Like all ammo, if it is
        connected to a sensor or switch which is off, the ammo will be
        invisible, untouchable, and unaffected by gravity, until the sensor
        or switch turns on.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

RUNG_B, RUNG_F
        A decorative black and yellow set of bars that appears behind the
        player. The RUNG_F looks the same, but it is drawn in front of the
        player, so the player moves behind it.

SENSOR
        The sensor is the basic triggering device. In addition to responding
        to the player's position, a sensor can also be used to extend the
        range of other objects, since sensors have the longest range. A sensor
        has on and off area boxes. When the player enters the on area (green
        box) the sensor will turn on and stay on until the player leaves the
        off area (red box).

        Note that a player is only in the box if his feet are.

        The off area typically encloses the on area, but this does not have
        to be the case. Each of the areas is user definable in the sensor's
        AI.

        Sensors do not processs their links.

SENSOR_GRAVITY
        *Info on this object coming soon!*

SENSOR_HEALTH
        This is a sensor that can be used to give or take away health when the
        player's feet come in contact with the sensor. It's very useful for
        making 'bottomless pits' or for refilling the player's health at the
        beginning of a level/section.

SENSOR_LEVEL
        Another handy new sensor, this can be used to transport the player to
        a different level without the use of a big burly NEXT_LEVEL structure.

SENSOR_TELEPORT
        This sensor will teleport the player to a different spot on the map.
        Useful for making 'infinite loops'. There is also an option in the AI
        for an 'Action Key' meaning that if you toggle this option, the player
        will have to use the SENSOR_TELEPORT by pressing the down arrow, just
        like with a TELE2 or a TP_DOOR.

SENSORBEAM
        This is a decorative red beam that looks like a smaller version of the
        FORCE_FIELD. When coupled with a sensor (ideally of length = 7), it can
        be made to look like it's triggering an object.

SHOULDER_LAMP
        This looks like a small little scope. When obtained, it acts like the
        POWER icons. It attaches a light to the player. Perfect for those deep
        dark trench-type levels or for those too lazy to add lots of lighting to
        their levels. You do not have to use the right mouse button with
        this powerup.

SMART_PLAT_BIG
        The smart platforms are objects which require two links, typically
        (but not always) a pair of sensors. If a link is on, it will travel to
        that linked object's location. A third optional link will, if it
        exists, direct the platform to be active or inactive, depending on the
        link's state (on will activate, and off will deactivate). The speed of
        the platform can be changed in its AI.
        This platform is a big techno looking platform.

SMART_PLAT_ELEV, SMART_PLAT_ELEV_SPACE
        Try these objects with the new space palette.

SMART_PLAT_MEDIUM
        This platform is a medium-sized techno looking platform.

SMART_PLAT_RED
        This platform is a big alien looking platform.

SMART_PLAT_SMALL
        This platform is a small techno looking platform.

SPACE_DOOR
        This door acts just like the SWITCH_DOOR, only it is made to fit in
        with the foreground from the space palettes. Try out the sample
        level t_space.spe in addon/claudio for examples of how this and other
        new objects and art are used.

SPACE_DOOR_WIDE
        This door acts just like the TP_DOOR, only it is made to fit in
        with the foreground from the space palettes. Try out the sample
        level t_space.spe in addon/claudio for examples of how this and other
        new objects are used. When this door opens, you can see the foreground
        tiles that lie behind it... this can be used for artistic effect.

SPACE_SWITCH
        This switch acts just like the normal SWITCH, only it is made to
        fit in with the foreground from the space palettes. Try out the
        sample level t_space.spe in addon/claudio for examples of how this
        and other new objects are used.

SPRAY_GUN
        This is a gun object which, when active, will shoot out sprays of
        fire. It is capable of shooting any of the weapon types. You can use
        the ANT_ROOF method for altering the weapon type, or change it in the
        AI. The arc range and firing speed are also user configurable.
        You can use the number keys to change the weapon type quickly.

        If it has no links it will NOT be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

SPRING
        This object will allow the player to jump higher than normal.
        The longer the player is in contact with the SPRING object
        the further it will push them. The strength of the push is
        user definable.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

START
        This object sets the starting point for the player when the game
        is begun anew. If the player is set behind objects when the game
        starts, then is nessecary to raise this object and save the level
        again with the raised START object.
        To raise objects, position the mouse cursor over the object, and
        press <>> (<SHIFT>-<.>).

        It is possible to have multiple starting points in a level. The
        game will start where the last one was placed.

STEP
        A simple step that the player can walk on.

SWITCH
        This is a user activated object. It has two states, on and off.
        Other objects reference this object often, as it is a versatile tool.

SWITCH_BALL
        This is a user activated object. It has two states, on and off.
        It is similar to the regular switch, but is activated when it is
        shot. It cannot be deactivated.

SWITCH_DELAY
        This switch, once activated, will revert back to its default state
        after a user definable time delay. Its default state is off.

SWITCH_DIMMER
        This is the only object that can modify lights. It requires two
        links, one to a switch or any object which can change states
        (on or off), and the other to a light which it modifies. Since
        light and object links are different, you can link them in any
        order. The amount of decrease in light can be set in the AI.
        If you flip a SWITCH_DIMMER around (press the <x> key with your
        cursor over the SWITCH_DIMMER), the light will grow instead of
        shrink. The SWITCH_DIMMER will only activate when the object it is
        linked to is in the on state.

        If it has no links it will NOT be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

SWITCH_DOOR
        A SWITCH_DOOR requires one link. When this link is off, the
        SWITCH_DOOR will be in a blocking state, but when on, the
        SWITCH_DOOR will be in a non-blocking state.

        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

SWITCH_MOVER
        This object requires two links, the first to the object which is
        to be moved and the second to any object which can change states (on
        or off). When the second object's state is on, the switch mover will
        move the first object to the SWITCH_MOVER's current position. The
        engine will then delete the SWITCH_MOVER.

        A SWITCH_MOVER with no links will be deleted by the engine.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

SWITCH_ONCE
        This is a user activated object. It has two states, on and off.
        Other objects reference this object often as it is a versatile
        tool. It can only be switched ONCE.

SWITCH_TELEPORTER
        *Info on this object coming soon!*

TELE2
        This is an object which requires one link. When activated, it will
        teleport the player to the postion of the object it is linked to.
        TELE2s can be linked to each other, thus creating connections within
        levels which have no direct connections.

TP_DOOR
        A TP_DOOR requires one link. This link should be to another TP_DOOR.
        When the TP_DOOR is activated, it will teleport the player to the
        TP_DOOR it is linked to.

TP_DOOR_INVIS
        These work much like the SENSOR_TELEPORTERs with their action key set
        to '1'. Just think of it as an invisible teleporter. As with other
        objects of this type, use foreground cues to give the impression of a
        door. Or, don't give any cues and make some super fancy secret area.
 
TRACK_GUN
        This object, when active, will track and shoot the player.  Rate of
        fire and weapon type are modifiable via its AI.  You can use the
        number keys to change the weapon type quickly.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

TRAIN_MSG
        When a player is near this object, a preset message will be printed.
        These messages are defined externally.

TRAP_DOOR2
        A door similar to the SWITCH_DOOR, but this is used on the floor.
        (see SWITCH DOOR)

        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

TRAP_DOOR3
        A door similar to the SWITCH_DOOR, but this is used on the floor.
        (see SWITCH DOOR)

        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

T_REX
        A fairly large dinosaur creature that is like a quick, scary, pre-
        historic version of the ROB1.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

WALK_ROB
        Not to be mistaken with the ROB1, this is a walking robot that acts
        like the DROID objects. The Twisted Minds addon included with fRaBs
        has a variation on this object that has a shield when it is not
        moving. In the future I would like to make additional behaivoral
        changes to this object.

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

WALK_ROB2
        A variant on the first WALK_ROB, this fires quicker and walks faster.
        You can't stand on it's head like you can with the other WALK_ROB.
        However, when you kill it, a little WALK_ROBHEAD will appear and fly
        around and shoot at you.

WALK_ROBHEAD
        This is yet another flying robot. I typically make them stronger than
        other small flying robots by giving them rockets and a quicker firing
        rate. When you kill a WALK_ROB2, these will just shoot the little
        Pulse Shot (ai_type 9).

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

WATER
        This decorative green water does no damage to the player.

WATER_DEEP1, WATER_DEEP2, WATER_SURF1, WATER_SURF2
        The WATER_DEEP and WATER_SURF objects are gray, transparent running water
        objects that can be lined up to make streams, lakes, and whatnot. The
        DEEP2/SURF2 objects have a 3D-ish aspect that allows them to be lined up
        with the wall foreground tiles, while the DEEP1/SURF1 objects are perfect
        rectangles. The SURF objects have wavy tops, while the DEEP objects do not.
        These objects will damage the player slightly upon contact.

WATER_FALL1
        A waterfall object that is completely different from the WFALL
        and the WFALL2. It is meant to be used with blue tiles, but even then it
        still looks pretty ugly. The test level included in addon/claudio is not
        set up correctly with the right foreground tiles. Basically, this is a
        useless object overall.

WEAP_DFRIS (variations)
        These act like the weapon ammo objects in fRaBs. However, in the
        Twisted Minds addon you are required to find the weapons and then
        find the ammo for them. See any of the ammo objects for details on
        how these work. (Ed. note: As a rule, for normal levels I use the
        regular ammo objects.)

        There is a WEAP_OBJECT for each of the 8 weapons in fRaBs.

WFALL, WGRILL
        The WFALL is a medium-sized green decorative waterfall. It looks best
        when used in conjunction with the WGRILL.

WFALL2 (variations)
        This is a slender, green waterfall. Both this and the SEWER_FALL_THIN
        are identical, but are both included for the sake of compatibility with
        older Abuse levels.

WHO
        Another type of flying robot, with the same attributes as the FLYER.
        (see FLYER) However, these do not have the ai_type variable, so they
        end up only shooting the pulse shot (ai_type 9).

        If it has no links it will be active.
        It can be linked to a sensor or switch and will be
        activated when the sensor or switch is in an on state.

Back to the Level Editing tutorial -->

Justin Cassidy
messiah15@dog.com