138: Water

=Description= Place this in the level to generate water. There are many different ways to use this type of Water. Underwater Zone: If you just want to create an underwater zone, check Flat Top and leave everything else blank. Then place the Water about 6 blocks above your upper Zone boundary. Location Water: If you assign a Location ID, you can cause water to appear only within the chosen Location instead of across the entire stage. Moving Water: You can also create water that rises and/or falls. This gets a little complicated, so be sure to read the related settings. Water Crest's Maximum Length: The crest of Water will stop drawing past 8192 pixels (512 blocks). You can avoid this by creating multiple Locations of Water. Please note the first, left-most Location must be a multiple of 16 pixels long.

=Settings= <sprite id="138" name="Water" notes="Place this in the level to generate water. There are many different ways to use this type of Water. &lt;br&gt; &lt;br&gt;Underwater Zone: If you just want to create an underwater zone, check Flat Top and leave everything else blank. Then place the Water about 6 blocks above your upper Zone boundary.  &lt;br&gt; &lt;br&gt;Location Water: If you assign a Location ID, you can cause water to appear only within the chosen Location instead of across the entire stage.   &lt;br&gt; &lt;br&gt;Moving Water: You can also create water that rises and/or falls. This gets a little complicated, so be sure to read the related settings.   &lt;br&gt; &lt;br&gt;Water Crest's Maximum Length: The crest of Water will stop drawing past 8192 pixels (512 blocks). You can avoid this by creating multiple Locations of Water. Please note the first, left-most Location must be a multiple of 16 pixels long." noyoshi="True"> <dependency notes="When using Moving Water, the Water becomes loaded across the entire Area instead of just the active Zone. Please build your levels with this in mind. Additionally, do not use more than one Moving Water in the same Area as only the top (highest Y-Axis) one will take effect. If you need Moving Water in multiple Zones within the same area, use [253] Rising and Falling Water instead. Also, be sure to reset your Sprite Settings if you switch between different setting groups of Moving Water or Location Water to prevent unusual bugs and behavior.">  No Movement Very Slow Slow (Standard) Medium Fast Very Fast Very Fast Very Fast  No Movement Very Slow Slow (Standard) Medium Fast Very Fast Very Fast Very Fast <list advancedcomment="Oh, so you turned on Advanced, did you? You think you're so smart... Well fine, I'll share the limited documentation we have on why you shouldn't use these settings: Falling Water works in a peculiar way. When the appropriate event has not been activated, or there is no corresponding event, [Never ON] then the water surface will appear [Distance] blocks higher. The water will then sink this many blocks, respecting any delays. After waiting for the delay at the bottom, the water surface will not rise again. Not exactly. Instead, it will 'skip' the rising part and 'jump' to immediately to the top. Additionally, using this with events will cause the water to rise, instead of falling. [ON] But the starting point is the same higher distance. The difference is that the water rises continuously as long as the event is enabled. [Endless Rising] If it is disabled, [OFF after ON] the water surface will 'jump' back to where it started and remain there until the event is re-enabled. [Why bother?] Additionally, 1-5 on Movement Speed values have some additional odd glitchiness. Supposedly. So please, stop trying to combine settings like this. Or your level will suck." bit="18-20" comment="Right now, you've selected [Extremely Buggy]. You've made a terrible mistake somewhere and have combined the wrong settings." comment2="Please don't try to set Distance or Delays while using Falling Water. You will not like the results. Please trust me." requiredbit="17, 29-36" requiredval="1, 1-255" title="I really wouldn't do that if I were you...">     Reset Sprite Settings!       Really Not Recommended       Slow (Standard) (Not Recommended)       Medium (Not Recommended)       Really Not Recommended       Really Not Recommended       Really Not Recommended       Really Not Recommended                <dualbox bit="17" comment="The Water will rise the Distance value once activated, and stay at the top until the Triggering Event is deactivated. If the Triggering Event is deactivated before it rises the full distance, it will finish rising, then immediately start to fall." comment2="This option only applies if Delay values are both set to 0, Distance is set, and Triggering ID is set. Do not use [Extremely Buggy]. No really, don't. It won't help you any." requiredbit="18-20, 29-36, 21-28, 1-8" requiredval="1-7, 1-255, 0, 1-255" title1="Rises Distance while On, Falls when Off" title2="[Extremely Buggy]" /> <dualbox bit="17" comment="The Water will rise and fall in accordance with the set delays while the Triggering Event is activated." comment2="When the Triggering Event is deactivated, the Water will immediately return to its starting position in a glitchy manner. It is highly recommended to not cause this to happen in your level design. Use Event Chainers with Delays or the Event Looper to get this type of timing instead." requiredbit="18-20, 29-36, 21-28, 1-8" requiredval="1-7, 1-255, 1-255, 1-255" title1="Rising and Falling while On, Glitch-Returns when Off" title2="[Extremely Buggy]" />            