Difference between revisions of "Elements:Walls"
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== Walls == | == Walls == | ||
− | This category contains | + | This category contains 19 elements, 16 of which are true walls, all of which are indestructible. |
NOTE: some things like BRAY (when shot out from ARAY) can go through any wall. This is just because it doesn't check for walls when being created, it can't actually exist inside most walls. LIGH does the same. | NOTE: some things like BRAY (when shot out from ARAY) can go through any wall. This is just because it doesn't check for walls when being created, it can't actually exist inside most walls. LIGH does the same. | ||
+ | |||
+ | === [[File:Wall_Erase.png]] Erase === | ||
+ | '''Description:''' | ||
+ | "Erases walls." | ||
=== [[File:Conductor_Wall.png]] Conductive Wall === | === [[File:Conductor_Wall.png]] Conductive Wall === | ||
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Conducts SPRK. | Conducts SPRK. | ||
− | === [[File:E-Wall.png]] E- | + | === [[File:E-Wall.png]] E-Wall === |
'''Description:''' | '''Description:''' | ||
"E-Wall. Becomes transparent when electricity is connected." | "E-Wall. Becomes transparent when electricity is connected." | ||
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'''Special:''' | '''Special:''' | ||
− | Acts like | + | Acts like Conductor when electrified, otherwise acts like WALL. |
=== [[File:Detector.png]] Detector === | === [[File:Detector.png]] Detector === | ||
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'''Special:''' | '''Special:''' | ||
− | Will pass SPRK on to anything conductive while a particle is in its area. | + | Will pass SPRK on to anything conductive while a particle is in its area. Gives out an orange glow when activated. |
=== [[File:Streamline.png]] Streamline === | === [[File:Streamline.png]] Streamline === | ||
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'''Special:''' | '''Special:''' | ||
− | Creates pressure and airflow. To use, place the | + | Creates pressure and airflow. To use, place the Fan where needed. With the Fan wall selected, hold shift, click on the wall and drag in the direction you want air to flow. |
− | Fan gives stickmen the ability to shoot out air, just like | + | Fan gives stickmen the ability to shoot out air, just like they would an element. Their heads will turn light blue and produce pressure upon pressing the down arrow or s. They will still get overridden by any other element. |
− | === [[File:Liquid_Conductor_Wall.png]] Liquid | + | === [[File:Liquid_Conductor_Wall.png]] Liquid Wall === |
'''Description:''' | '''Description:''' | ||
"Blocks most particles but lets liquids through. Conductive." | "Blocks most particles but lets liquids through. Conductive." | ||
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Conducts SPRK to anything conductive. | Conducts SPRK to anything conductive. | ||
− | === [[File:Absorb_Wall.png]] | + | === [[File:Absorb_Wall.png]] Absorb Wall === |
'''Description:''' | '''Description:''' | ||
"Absorbs particles but lets air currents through." | "Absorbs particles but lets air currents through." | ||
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N/A | N/A | ||
− | === [[File:Air_Wall.png]] | + | === [[File:Air_Wall.png]] Air-Only Wall === |
'''Description:''' | '''Description:''' | ||
"Allows air, but blocks all particles." | "Allows air, but blocks all particles." | ||
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N/A | N/A | ||
− | === [[File:Solid-Only_Wall.png]] Powder | + | === [[File:Solid-Only_Wall.png]] Powder Wall === |
'''Description:''' | '''Description:''' | ||
"Allows powders, blocks all other particles." | "Allows powders, blocks all other particles." | ||
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'''Special:''' | '''Special:''' | ||
− | Holds particles in place until electrified, releases them when electrified. Forms [[Elements:Special#Black Hole|Black Holes]] when too | + | Holds particles in place until electrified, releases them when electrified. Allows natural layering, resulting in powders and liquids that can "flow" through themselves. Forms [[Elements:Special#Black Hole|Black Holes]] when too many parts are in one place. Each pixel of E-Hole can have up to 1500 parts in it before it forms Black Hole. E-Hole will also remove jetpacks from stickmen or fighters. |
− | === [[File:Gas_Wall.png]] Gas | + | === [[File:Gas_Wall.png]] Gas Wall === |
'''Description:''' | '''Description:''' | ||
"Allows gases, blocks all other particles." | "Allows gases, blocks all other particles." | ||
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This wall does allow FIRE as well. | This wall does allow FIRE as well. | ||
− | === [[File:Gravity_Wall.png]] Gravity | + | === [[File:Gravity_Wall.png]] Gravity Wall === |
'''Description:''' | '''Description:''' | ||
"Gravity wall. Newtonian Gravity has no effect inside a box drawn with this." | "Gravity wall. Newtonian Gravity has no effect inside a box drawn with this." | ||
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'''Special:''' | '''Special:''' | ||
− | If you make a box using gravity wall, then Newtonian gravity has no effect inside the box. It does not block | + | If you make a box using gravity wall, then Newtonian gravity has no effect inside the box. It does not block things like pressure or elements, it just sets the gravity of all things inside the box to 0. |
− | When a stickman/fighter makes contact, small purple rocket boots appear ( | + | When a stickman/fighter makes contact, small purple rocket boots appear (also called Jetpacks), giving them the ability to fly by ejecting hot plasma downwards. A stickman can still use other elements, but cannot move without creating plasma, making it troublesome to walk across flammable or conductive materials. A stickman cannot be hurt by plasma when it has a jetpack on, but will still be hurt by heat. |
Controls: | Controls: |
Latest revision as of 19:00, 7 November 2024
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Contents
Walls
This category contains 19 elements, 16 of which are true walls, all of which are indestructible.
NOTE: some things like BRAY (when shot out from ARAY) can go through any wall. This is just because it doesn't check for walls when being created, it can't actually exist inside most walls. LIGH does the same.
Erase
Description: "Erases walls."
Conductive Wall
Description: "Blocks everything. Conductive."
Blocks: Everything
Allows: Nothing
Special: Conducts SPRK.
E-Wall
Description: "E-Wall. Becomes transparent when electricity is connected."
Blocks: Everything, unless powered
Allows: Nothing, unless powered
Special: Acts like Conductor when electrified, otherwise acts like WALL.
Detector
Description: "Detector. Generates electricity when a particle is inside."
Blocks: Nothing
Allows: Everything
Special: Will pass SPRK on to anything conductive while a particle is in its area. Gives out an orange glow when activated.
Streamline
Description: "Streamline. Set start point of a streamline."
Blocks: Nothing
Allows: Everything
Special: Shows you how pressure is moving around the simulation. Unlike other walls, the brush size doesn't matter.
Fan
Description: "Fan. Accelerates Air. Use the line tool to set direction and strength."
Blocks: Nothing
Allows: Everything
Special: Creates pressure and airflow. To use, place the Fan where needed. With the Fan wall selected, hold shift, click on the wall and drag in the direction you want air to flow.
Fan gives stickmen the ability to shoot out air, just like they would an element. Their heads will turn light blue and produce pressure upon pressing the down arrow or s. They will still get overridden by any other element.
Liquid Wall
Description: "Blocks most particles but lets liquids through. Conductive."
Blocks: Gases, Powders, Solids and Energy
Allows: Liquids and Pressure
Special: Conducts SPRK to anything conductive.
Absorb Wall
Description: "Absorbs particles but lets air currents through."
Blocks: Nothing, it absorbs them instead
Allows: Pressure
Special: Absorbs all particles that enter its space. However, if the particle has a vector speed (X) and the thickness is less than X, the particles will pass.
Wall
Description: "Basic wall, blocks everything."
Blocks: Everything
Allows: Nothing
Special N/A
Air-Only Wall
Description: "Allows air, but blocks all particles."
Blocks: Gases, Liquids, Powders, Solids and Energy
Allows: Pressure
Special: N/A
Powder Wall
Description: "Allows powders, blocks all other particles."
Blocks: Gases, Liquids, Solids and Energy
Allows: Powders and Pressure
Special N/A
Conductor
Description: "Allows all particles to pass through and conducts electricity."
Blocks: Nothing
Allows: Everything
Special: Conducts SPRK to anything conductive.
E-Hole
Description: "E-Hole. Absorbs particles, releases them when powered."
Blocks: Nothing, it absorbs them instead
Allows: Pressure
Special: Holds particles in place until electrified, releases them when electrified. Allows natural layering, resulting in powders and liquids that can "flow" through themselves. Forms Black Holes when too many parts are in one place. Each pixel of E-Hole can have up to 1500 parts in it before it forms Black Hole. E-Hole will also remove jetpacks from stickmen or fighters.
Gas Wall
Description: "Allows gases, blocks all other particles."
Blocks: Liquids, Powders, Solids and Energy.
Allows: Gases and Pressure
Special: This wall does allow FIRE as well.
Gravity Wall
Description: "Gravity wall. Newtonian Gravity has no effect inside a box drawn with this."
Blocks: Nothing
Allows: Everything
Special: If you make a box using gravity wall, then Newtonian gravity has no effect inside the box. It does not block things like pressure or elements, it just sets the gravity of all things inside the box to 0.
When a stickman/fighter makes contact, small purple rocket boots appear (also called Jetpacks), giving them the ability to fly by ejecting hot plasma downwards. A stickman can still use other elements, but cannot move without creating plasma, making it troublesome to walk across flammable or conductive materials. A stickman cannot be hurt by plasma when it has a jetpack on, but will still be hurt by heat.
Controls: ^ arrow key: up < arrow key: left > arrow key: right <> simultaneously held down: Brake (Slowly goes down)
Energy Wall
Description: "Allows energy particles, blocks all other particles."
Blocks: Gases, Liquids, Powders and Solids
Allows: Energy and Pressure
Special: N/A
Airblock Wall
Description: "Allows all particles, but blocks air."
Blocks: Pressure
Allows: All particles
Special: N/A
Erase All
Description: "Erases walls, particles, and signs."
Blocks: N/A
Allows: N/A
Special: N/A
Stasis Wall
Description: "Freezes particles inside the wall in place until powered."
Prevents movement and element update functions from running inside of the wall. If the stasis wall is sparked via another sparkable wall, then it will remove the stasis effect, allowing movement and updates again.