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Bab Properties

Timothy Stiles edited this page Jun 11, 2019 · 25 revisions
  • U - Makes the object controllable by WASD, arrow keys or 2468 (numpad).

  • WALK - On each turn, the object walks towards the direction theyre facing. If they try to walk into a NOGO object, the object turns around.

  • 😃 - If a U object collides with a :) object, you win the level.

  • GO AWAY PLS - The object is pushable by other objects, including other GO AWAY PLS objects. If the object cannot be moved because of a NOGO object, it acts as another NOGO object.

  • NO GO - Objects cannot go into NOGO objects.

  • NO SWIM - If an object walks into a NO SWIM object, then that object and the NO SWIM object both are destroyed.

  • ☹️ - If a U object walks into a :( object, it gets destroyed.

  • COME PLS - Opposite of GO AWAY PLS. If an object moves away from a COME PLS object, the COME PLS object follows that object.

  • GO - If an object collides with a GO object, that object moves the same direction the GO object is facing. This only applies once per turn, so a row of GO objects won't cause an object that walks on one of them to instantly go to the end of that row.

  • 😮 - If a U object collides with a :o object, you get a bonus orrb (currently unimplemented)

  • FOR DOR, NED KEE - If a FOR DOR object collides with a NED KEE object, both dissappear. If the NED KEE object is also a NO GO object, the FOR DOR object is able to go through it.

  • FRIDGD, HOTTE - If a FRIDGD object collides with a HOTTE object, it gets destroyed.

  • OUCH - An OUCH object gets destroyed if it collides with any other object.

  • SLEP - A SLEP object cannot move.

  • PROTECC - A PROTECC object cannot be destroyed by any means.

  • GO ➡️ - Changes the object's direction to whatever direction the word itself is facing.

  • HAET SKYE - The object will always go down as far as it can, unless there's something stopping it, such as a NOGO object.

  • BEHIN U - If an object tries to walk into a BEHIN U object, the BEHIN U object will change its position to that object's old position. Can be described best as a "anime reference".

  • STELTH - Any STELTH object will not be rendered. If TXT has a STELTH property, then the tab menu won't show that text (not implemented yet).

  • GO MY WAY - Objects cannot walk into a GO MY WAY object, unless theyre facing the same direction as the GO MY WAY object.

  • DIAGNAL, ORTHOGNAL - A DIAGNAL object can only walk in diagonal directions (up-right, down-right, left-up, left-down). ORTHOGNAL objects can only walk in non-diagonal directions (UP, LEFT, RIGHT, DOWN).

  • SHY... - A SHY object cannot move any other objects by itself.

  • SIDEKIK - A SIDEKIK object will move the same way as any objects near it, if possible.

  • ICY - Same as GO, except any objects on ICY objects will slide in their own facing direction, and will be unable to move until they can't slide any furhter.

  • GOOOO - Same as GO, but all the objects will move to the end of a GOOOOOO row instantly.

  • ICYYYY - Same as ICY, but all the objects will move to the end of an ICYYYY row instantly.

  • FLYE - FLYE objects ignore any other object properties, unless an object has the same amount of FLYEs as the object.

  • TALL - Applies collision to FLYE objects, even if the TALL object does not have a FLYE property.

  • TRY AGAIN - If a U object collides with a TRY AGAIN object, you don't restart the level. That would never happen with an object, no! Instead, nothing happens. That's right, nothing!

  • NO UNDO - A NO UNDO object will ignore any Z/Q key presses and stand still during undos.

  • UNDO: An UNDO object will undo once at the end of each turn, effectively replaying all of its previous positions in the playthrough.

  • DIAGSTEP, SIDESTEP, MUNWALK - Any DIAGSTEP objects upon trying to walk will walk 45 deg counterclockwise instead. This is 90 deg for SIDESTEP objects and 180 deg for MUNWALK objects.

  • XWX - If a U object collides with an XWX object, the window commits a fucky wucky, a wittle fucko boingo.

  • MOAR - A MOAR object will try to clone itself to the right, left, up and down each turn. Additional MOAR stacks increase the growth - 1 is one 4-way growth, 2 is one 8-way growth, 3 is two 4-way growth, 4 is two 8-way growth, etc.

  • NXT - Used with LVL. If the LVL is NXT, then the level is changed to the next one (currently unimplemented).

  • VISIT FREN - If an object steps on a VISIT FREN object, it is teleported to the next VISIT FREN object in reading order (left to right, starting on the left side of the next row, looping back to the top). Additional VISIT FREN stacks change the direction - 1 goes one forward, 2 goes one backward, 3 goes two forward, 4 goes two backward, etc.

  • POOR TOLL - Sort of similar to VISIT FREN, but the teleporting object also retains its direction, the POOR TOLL object wont teleport the object unless it walks into it, and pushes the object forward after teleporting. If the object cannot be pushed forward, the teleportation doesn't happen and the object fails to move into the POOR TOLL object.. POOR TOLL objects can also act as a connector between text (not yet implemented).

  • STUBBN - 1) STUBBN WALKers have their special behaviours (turning around when facing walls, not walking into walls/OoB when OUCH) turned off. 2) Depending on the number of STUBBN stacks, when failing an attempted move, they'll try again at additional angles, and take the first alternate angle they find, tiebreaking by selecting the shorter push length, then by selecting the clockwise angle: 1 stack lets diagonal moves try again at 45 degree angles. 2 stack lets all moves try again at 45 degree angles. 3 stacks, up to 90 degrees. 4 stacks, up to 135 degrees. 5 stacks, any direction.

  • ZIP - When embedded in a tile it couldn't enter or stacked with another of itself, ejects from the tile at end of turn. Prioritizes shorter distances and tiles behind its facing angle in that order.

  • FOLO WALL - A FOLO WALL object, at end of turn, will turn to face the first of the following directions that it could take a step forward in: right, forward, left, backward. Typically used in conjunction with WALK, this makes it circle the wall to its right.

  • TURN CORNR - A TURN CORNR object, at end of turn, will turn to face the first of the following directions that it could take a step forward in: forward, right, left, backward. Typically used in conjunction with WALK, this makes it bounce off walls at right angles and turn corners.

  • GO ARND, MIRR ARND, CILINDR, MOBYUS - Objects with their properties treat the appropriate edges of the map as though they were linked. GO ARND objects treat the map like it is a torus. MIRR ARND objects treat the map like it is a projective plane. CILINDR objects treat the map like the two indicated edges on the property join like a cylinder. MOBYUS objects treat the map like the two indicates edges on the property join like a mobius strip.

  • SPLIT - SPLIT objects, at end of turn, take any other objects on their tile, destroy them and spawn two copies on the two adjacent tiles, if there is room for them to be placed there, facing the directions they were moved in.

  • COLRFUL, BLEU, REED, TRANZ, GAY, SANS, QT - All purely visual, but canonically has its own effects, see: Canon Property Effects In Bab Be U.

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