216: Poisoned Water

=Description= Place this in the level to generate poisonous water. There are many different ways to use Poisoned Water. Location Poisoned Water: If you assign a Location ID, you can cause poisonous water to appear only within the chosen Location instead of across the entire stage. Moving Poisoned Water: You can also create posionous water that rises and/or falls. This gets a little complicated, so be sure to read the related settings. Poison Water Crest's Maximum Length: The crest of Poison Water will stop drawing past 8192 pixels (512 blocks). You can avoid this by creating multiple Locations of Poison Water. Please note the first, left-most Location must be a multiple of 16 pixels long.

=Settings= <sprite id="216" name="Poisoned Water" notes="Place this in the level to generate poisonous water. There are many different ways to use Poisoned Water. &lt;br&gt; &lt;br&gt;Location Poisoned Water: If you assign a Location ID, you can cause poisonous water to appear only within the chosen Location instead of across the entire stage. &lt;br&gt; &lt;br&gt;Moving Poisoned Water: You can also create posionous 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;Poison Water Crest's Maximum Length: The crest of Poison Water will stop drawing past 8192 pixels (512 blocks). You can avoid this by creating multiple Locations of Poison Water. Please note the first, left-most Location must be a multiple of 16 pixels long." noyoshi="True">"&gt;   <dependency notes="When using Moving Poisoned Water, the Poisoned 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 Poisoned Water in the same Area as only the top (highest Y-Axis) one will take effect. Unlike with Moving Water you cannot use Moving Poisoned Water in multiple Zones within the same area, unless you place them at the same Y-Axis. Also, be sure to reset your Sprite Settings if you switch between different setting groups of Moving Poisoned Water or Location Poisoned 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 Poisoned 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 Poisoned 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 Poisoned 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 Poisoned 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 Poisoned 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]" />         <value advancedcomment="Location Poisoned Water only works properly with Location IDs 0-127. Location IDs 128-255 will cause the Poisoned Water to constantly move up and down slightly. It's unknown if a use can be found for this, so it remains documented here in the Advanced Comment." bit="42-48" comment="Match with a Location ID to set a specific area in which to display Poisoned Water." comment2="Note that some sprites only work correctly in Non-Location Poisoned Water." idtype="Location" requiredbit="18-20" requiredval="0" title="Location Poisoned Water - Location ID" />  