return"HIT OTHERS: You can activate hitting others for single weapons, using delay number to select which.";
break;
caseTILE_HIT_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"HIT OTHERS: You can't hit others.";
if(Layer==LAYER_SWITCH)
return"HIT OTHERS: You can deactivate hitting others for single weapons, using delay number to select which.";
break;
caseTILE_SOLO_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SOLO: You are now in a solo part.";
break;
caseTILE_SOLO_DISABLE:// also TILE_SWITCHTIMEDOPEN
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SOLO: You are now out of the solo part.";
if(Layer==LAYER_SWITCH)
return"TIME SWITCH: Activates switch (e.g. closes door) with the same number for a set amount of seconds.";
break;
caseTILE_SWITCHTIMEDCLOSE:
if(Layer==LAYER_SWITCH)
return"TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for a set amount of seconds.";
break;
caseTILE_SWITCHOPEN:
if(Layer==LAYER_SWITCH)
return"SWITCH: Activates switch (e.g. closes door) with the same number.";
break;
caseTILE_SWITCHCLOSE:
if(Layer==LAYER_SWITCH)
return"SWITCH: Deactivates switch (e.g. opens door) with the same number.";
break;
caseTILE_TELEIN:
if(Layer==LAYER_TELE)
return"BLUE TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept.";
break;
caseTILE_TELEOUT:
if(Layer==LAYER_TELE)
return"TELEPORT TO: Destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers.";
break;
caseTILE_BOOST:
if(Layer==LAYER_SPEEDUP)
return"SPEEDUP: Gives tee defined speed. Arrow shows direction and angle.";
break;
caseTILE_TELECHECK:
if(Layer==LAYER_TELE)
return"CHECKPOINT TELEPORT: After having touched this tile, any CFRM will teleport you to CTO with the same number.";
break;
caseTILE_TELECHECKOUT:
if(Layer==LAYER_TELE)
return"CHECKPOINT TELEPORT TO: Tees will appear here after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT.";
break;
caseTILE_TELECHECKIN:
if(Layer==LAYER_TELE)
return"BLUE CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept.";
break;
caseTILE_REFILL_JUMPS:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"REFILL JUMPS: Restores all jumps.";
break;
caseTILE_START:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"START: Starts counting your race time.";
break;
caseTILE_FINISH:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"FINISH: End of race.";
break;
caseTILE_STOP:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"STOPPER: You can hook and shoot through it. You can't go through it against the arrow.";
break;
caseTILE_STOPS:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"STOPPER: You can hook and shoot through it. You can't go through it against the arrows.";
break;
caseTILE_STOPA:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"STOPPER: You can hook and shoot through it. You can't go through it.";
break;
caseTILE_TELECHECKINEVIL:
if(Layer==LAYER_TELE)
return"RED CHECKPOINT TELEPORT: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are reset.";
break;
caseTILE_CP:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move slowly.";
break;
caseTILE_CP_F:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move quickly.";
break;
caseTILE_TUNE:
if(Layer==LAYER_TUNE)
return"TUNE ZONE: Area where defined tunes work.";
break;
caseTILE_OLDLASER:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"GLOBAL OLD SHOTGUN: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map.";
break;
caseTILE_NPC:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"GLOBAL COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map.";
break;
caseTILE_EHOOK:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"GLOBAL ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map.";
break;
caseTILE_NOHIT:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"GLOBAL HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map.";
break;
caseTILE_NPH:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"GLOBAL HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map.";
break;
caseTILE_UNLOCK_TEAM:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"UNLOCK TEAM: Forces team to be unlocked so that team doesn't get killed when one dies.";
break;
caseTILE_ADD_TIME:
if(Layer==LAYER_SWITCH)
return"PENALTY: Adds time to your current race time. Opposite of BONUS.";
break;
caseTILE_NPC_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"COLLISION OFF: You can't collide with others.";
break;
caseTILE_UNLIMITED_JUMPS_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SUPER JUMP OFF: You don't have unlimited air jumps.";
break;
caseTILE_JETPACK_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"JETPACK OFF: You lose your jetpack gun.";
break;
caseTILE_NPH_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"HOOK OTHERS OFF: You can't hook others.";
break;
caseTILE_SUBTRACT_TIME:
if(Layer==LAYER_SWITCH)
return"BONUS: Subtracts time from your current race time. Opposite of PENALTY.";
break;
caseTILE_NPC_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"COLLISION: You can collide with others.";
break;
caseTILE_UNLIMITED_JUMPS_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SUPER JUMP: You have unlimited air jumps.";
break;
caseTILE_JETPACK_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"JETPACK: You have a jetpack gun.";
break;
caseTILE_NPH_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"HOOK OTHERS: You can hook others.";
break;
caseTILE_CREDITS_1:
caseTILE_CREDITS_2:
caseTILE_CREDITS_3:
caseTILE_CREDITS_4:
caseTILE_CREDITS_5:
caseTILE_CREDITS_6:
caseTILE_CREDITS_7:
caseTILE_CREDITS_8:
return"CREDITS: Who designed the entities.";
caseTILE_ENTITIES_OFF_1:
caseTILE_ENTITIES_OFF_2:
return"ENTITIES OFF SIGN: Informs people playing with entities about important marks, tips, information or text on the map.";
// Entities
caseENTITY_OFFSET+ENTITY_SPAWN:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SPAWN: Here tees will appear after joining the game or dying somewhere on the map.";
break;
caseENTITY_OFFSET+ENTITY_SPAWN_RED:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SPAWN: Red team members spawn here, same as normal spawn in DDRace.";
break;
caseENTITY_OFFSET+ENTITY_SPAWN_BLUE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"SPAWN: Blue team members spawn here, same as normal spawn in DDRace.";
break;
caseENTITY_OFFSET+ENTITY_FLAGSTAND_RED:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"FLAG: Not used in DDRace. Place where red team flag is.";
break;
caseENTITY_OFFSET+ENTITY_FLAGSTAND_BLUE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"FLAG: Not used in DDRace. Place where blue team flag is.";
return"LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow.";
return"LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed.";
return"LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast.";
return"LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow.";
return"LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed.";
return"LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast.";
return"DOOR: Combined with LASER LENGTH creates doors. Doesn't allow to go through it (only with NINJA).";
break;
caseTILE_TELE_GUN_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"TELEGUN: Turn gun on as telegun weapon.";
break;
caseTILE_TELE_GUN_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"TELEGUN OFF: Turn gun off as telegun weapon.";
break;
caseTILE_ALLOW_TELE_GUN:
if(Layer==LAYER_FRONT)
return"TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement.";
if(Layer==LAYER_SWITCH)
return"TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons, using delay number to select which.";
break;
caseTILE_ALLOW_BLUE_TELE_GUN:
if(Layer==LAYER_FRONT)
return"TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement.";
if(Layer==LAYER_SWITCH)
return"TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons, using delay number to select which.";
break;
caseTILE_TELE_GRENADE_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"TELEGRENADE: Turn grenade on as telegun weapon.";
break;
caseTILE_TELE_GRENADE_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"TELEGRENADE OFF: Turn grenade off as telegun weapon.";
break;
caseTILE_TELE_LASER_ENABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"TELELASER: Turn laser on as telegun weapon.";
break;
caseTILE_TELE_LASER_DISABLE:
if(Layer==LAYER_GAME||Layer==LAYER_FRONT)
return"TELELASER OFF: Turn laser off as telegun weapon.";