I haven't messed around with this for a few days, but here's a list compiled today. I still need to populate the Effect list and the Objects Created Mid-game list.
Stuff I speculate is in blue. As for rest of the stuff, I'm about 99% sure.
TilesClick here to view the secret text
×The following elements are tiles. You can have unlimited of these, and tile-occupying objects can exist on them (but, of course, if it's something like a wall, most objects would not move onto it).
All of these appear in the editor. Groups of tiles are listed with the number of tiles in that group in parenthesis.
Empty Floor
Marble
Water
Fire
Quicksand
Square Wall
Rounded Walls (5)
Glass Wall
Decorative Wall (21)
Steel Wall
Decorative Steel Wall (4)
Background
No scrolling beyond this point
Dirt (2)
1-Time Passage
Exits (2)
Save Disk
Doors (4)
Gates (4)
Ports (7)
All equipment except Dynamite (7)(the Dynamite item is an object so that it can blow up when harmed)
Stopwatch
Munchkin
Detonator
Lightbulbs (2)
Fragile Wall
Walls containing... (4)
Fragile Wall on Icy Floor
Star block
Conveyors (5 in editor, 11 total)
Barriers (4)
Cloners (4)
Trap
Sparkle
Conveyor Switches (3)
Barrier Switches (2)
Cloner Switches (2)
Trap Switch
Mover Switches (7)
Hints (8)
Glue
Ice
Motion Field (9)
Teleporter
Raft
Toll Sign
Spike
Transmuter (2)
Duplicator
The following are tiles that do not appear in the editor.
Skull sight
Objects (that occupy squares)Click here to view the secret text
×Objects are moving elements. They have properties, like x, y, and item being held. The point is, they get special treatment, and the game can only have 1998 of them at a time.
Only one of these can exist on each tile. Presumably this is to allow for easier reference (perhaps there is a 2-D array listing which object occupies each tile?).
First, things in the editor. Groups of objects are listed with the number of tiles in that group in parenthesis.
Players (2)
Slimeys
Spiders
Cryo Birds
Firedrakes
Wraithwings
Movers (5)
Seekers
Poltergeists
Skull
Gems (3)
Egg
Rock
Bomb
Grenade
Key (4)
Quantum Stone
Orb
Balloon
Elevator
Crate (3)
Safe
Explosive
Pillow
Ice Block
Dynamite (item)
Flowstone
Expanding Wall
Next, things not in the editor. These are created in the middle of the game, but are full-fledged objects, not effects.
Explosions (including 3x3, 1x1, and cross)
Ruby generating a laser (but a ruby in the middle of a laser is just a regular ruby)
A moving copy of a tile exiting a Cloner
Dynamite placed by a Player (that's blue because, although it's a simple test, I haven't gotten to it yet)
Effects (objects that don't occupy squares)Click here to view the secret text
×Not all objects need the square all to themselves. Some objects don't need to know when an object enters/leaves its vicinity, or whether or not it was blown up. Some just appear on the screen, do a little dance, maybe send messages to other objects and/or modify tiles, and then vanish on their own accord.
Here's a documented list of them and what they appear to do.
Visual Effects from tiles changing
These only serve to make stuff look pretty. The tiles will change even without them.
Key: (What causes transformation) Initial -> Final [Appearance]
(Rock/Bomb) Fragile Wall -> Empty [shatters]
(Player) Dirt -> Empty [wipe away]
(Ice Block) Ice -> Fragile wall on ice [Purple sparkle]
(Player) Exit -> Square Wall [Purple sparkle]
(Player) Door -> Empty [door opens]
Purple sparkles that effect stuff
These may just appear to be visual effects like those above, but if these sparkles don't appear, the stuff won't change.
1. The ones created by stepping on a yellow Sparkle that do many things.
2. The ones that appear when you hit a Star Block to remove fragile walls and such.
Level scanners for switches
Barrier, Mover, and Conveyor switches (interestingly, all the round switches) create an invisible effect object that, at the end of the clock tick, scans the level for things to change. This ensures consistent behavior when messing with simultaneous switch hitting.
The other switches (Untrap, Clone, Clone All, Detonator) don't do this.
Things I'm unsure about
Click here to view the secret text
×Safes on Water becoming Dirt (another purple sparkle thing)
I have three conflicting tests here:
Test 1: Attempt to move onto a square with this happening. You cannot. This evidences that it is not an effect; it either must be a tile that acts as a wall, or an object.
Test 2: Make a level with a player, a safe nearby water, and a 1996 crates outside of the test vicinity. Push the safe onto the water, step back (so that all 8 adjacent tiles are empty), and press Esc while the transformation is occuring. None of the 8 tiles around you will explode. This evidences that the object number is still at 1998, meaning the event is not a tile.
Test 3: Make a bomb explode on a square with this happening. The explosion graphic will appear on the tile, but when it dissipates it will leave behind the Dirt. Because an explosion occurs on the tile, any objects on it must be gone, but it still manages to leave behind dirt, thus it is not a tile-occupying object.
Most plausible status: Tile-occupying object (as in, it's still the Safe, but in another form). I do not believe I fully understand how explosions work, so I may have misinterpreted the results of test 3. Also, it's possible that the explosion in some way or form "inherits" the leave-behind-dirt effect from the transforming Safe. I'm not sure.
Test 3 for Safes on Water becoming Dirt (in the unsure category) is a neat quirk; if an explosion occurs on a square undergoing this transformation, even though it will be enveloped by the explosion, the Dirt will be left unharmed!
____________________________
Also known as ExpHP everywhere else.
[Last edited by Kwakstur at 04-14-2009 12:34 AM : Removed lasers from effect list]