fRaBs objects
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`[2.d] Object List`
`------------------------------------------------------------------------`

`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