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Bab Properties

Jill edited this page Aug 2, 2019 · 25 revisions

Common

  • 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 by itself.
  • 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).
  • 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.
  • 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.
  • 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.
  • WURD - A WURD unit forms rules as though it was its respective text.

Advanced

  • GO MY WAY - Objects cannot walk into a GO MY WAY object, unless they're facing the same direction as the GO MY WAY object (within 45 degrees).
  • DIAG, ORTHO - A DIAG object can only walk in diagonal directions (up-right, down-right, left-up, left-down). ORTHO objects can only walk in non-diagonal directions (UP, LEFT, RIGHT, DOWN).
  • SIDEKIK - A SIDEKIK object will move the same way as any objects moving perpendicular to it, if possible. If it is also COME PLS, it checks the four diagonal directions in addition to the two perpendicular directions.
  • SHY... - A SHY object cannot move any other objects (GO AWAY, COME PLS or SIDEKIK) by itself.
  • 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.
  • 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.
  • 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.
  • 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.
  • 🔁 (SPIN)" - SPIN objects, at end of turn, rotate clockwise the number of times indicated on the top of the property.
  • NO TURN - NO TURN objects can't have their facing direction change (except by being re-oriented by no-euclidean level geometry, i.e. POOR TOLL).
  • BRITE, LIT, OPAQUE - A BRITE object emits light in all directions. LIT will be true for objects on the same FLYE level if nothing OPAQUE is in the way.

Space-Time Altering

  • GO ARND, MIRR ARND - Objects with these properties treat the 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. LVL BE (x) makes this true for all units.
  • POOR TOLL - If a unit would enter a POOR TOLL unit, it instead leaves the next POOR TOLL unit of the same name in reading order (left to right, line by line, wrapping around) out the corresponding same side. Respects FLYE!
  • 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 and TRY AGAINs.
  • UNDO: An UNDO object will undo once at the end of each turn, effectively replaying all of its previous positions in the playthrough.
  • ZA WARUDO - A ZA WARUDO object can stop time and move without anything else moving. Faster than rule parsing itself! After forming the rule, press E (hourglass on mobile) to toggle.

Meta

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

Colours

  • REED, ORANG, GRÜN, CYEANN, BLEU, PURP, WHIT, BLACC - COLOR objects will stay their color until it gets recolored. They are also Prefix Conditions

Visual Only

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