This is my first (and probably largest) levelpack with custom properties. This note will explain all additions, as well as some credits for inspiration of some concepts.

Objects:
- Ash (Static)
- Bread (Static)
- Berry (Static)
- Bishop (Static)
- Cactus (Static)
- Catalog (Tiled)
- Check (Static)
- Coin (Static)
- Column (Tiled)
- Comet (Directions)
- Cookie (Static)
- Coral (Static)
- Cross (Static)
- Dark (Tiled)
- Divide (Static)
- Electron (Static)
- Epsilon (Static) (Idea by Babaisyoo)
- Equals (Static)
- Ewe (Character)
- Factorial (Static) (Idea by Wrecking Games)
- Fog (Tiled)
- Frame (Tiled Diagonal)
- Grave (Directional)
- Grid (Tiled) (Idea by Spook Is Dark)
- Hat (Static)
- King (Static)
- Knife (Static)
- Light (Tiled)
- List (Tiled)
- Minus (Static)
- Modulo (Static)
- Neutron (Static)
- Orangefruit (Static, values.lua name "Orange")
- Parentheses (Directional)
- Parenthesis (Directional) (Idea by Mathguy)
- Pentagon (Static)
- Pi (Static) (Idea by Mathguy)
- Plus (Static)
- Proton (Static)
- Puzzle (Tiled)
- Queen (Static)
- Radical (Static) (Idea by Mathman)
- Rain (Static)
- Rhombus (Static)
- Rook (Static)
- Row (Tiled)
- Sand (Tiled)
- Sigma (Static) (Idea by Mathguy & Babaisyoo)
- Snow (Static)
- Sponge (Static)
- Times (Static)
- Tothe (Static, values.lua name "To The")
- Way (Tiled Diagonal)
- Window (Static)
- Ever (Static)
- How (Static)
- Howmany (Static, values.lua name "How Many")
- Howmuch (Static, values.lua name "How Much")
- Whar (Static) (Idea by Mathman & Special World 8)
- When (Static)
- Whence (Static) (Idea by JustImagineIT)
- Where (Static)
- Which (Static)
- Who (Static)
- Whom (Static)
- Whose (Static)
- Why (Static)

- Error (Noun, cannot be converted, X IS ERROR acts like X IS NOT X)
- Game (Noun, cannot be converted into, can cause special failstate "INCOMPATIBLE STATEMENT")
	* The following situations listed in the other lists will not check for conditions, GAME IS SAFE, GAME IS GAME, etc.
	- The following situations will cause the game to hang:
		- GAME IS NOT GAME
		- GAME IS EMPTY
		- GAME IS CLOSE
		- GAME IS DONE
		- GAME IS COMBUST
		- GAME IS WEAK
		- GAME IS PRICKLY
	- The following situations will cause the game to error, done with error(), and can mess up undo features:
		- GAME IS ERROR
	- The following situations will not have an effect, but will not cause Incompatible Statement:
		- GAME IS GAME
		- GAME IS NOTHING
		- GAME IS START
		- GAME IS END
	- The following situations will have a special effect:
		- GAME IS COMPLEX (Too Complex failstate)
		- GAME IS INFINITE (Infinite Loop failstate)
	- The following situations can substitute for LEVEL:
		- GAME IS AUTO
		- GAME IS AUTORIGHT
		- GAME IS AUTOUP
		- GAME IS AUTOLEFT
		- GAME IS AUTODOWN
- NOTHING (Inspired by SpecialAPI) (Noun, NOTHING IS X acts like NOT X IS NOT X; X IS NOTHING acts like X IS X, causes Incompatible Statement if used as infix)
- TEXT_IS (Object for easy access, X IS TEXT_IS turns X into the text IS)

Verbs:
- BECOME (Object for easy access, acts like IS but overrides X IS X, does not work with properties)
- IMITATE (Acts like MIMIC, but can mimic both MIMIC and IMITATE statements infinitely, can cause an Infinite Loop failstate; MIMIC cannot mimic IMITATE rules)
- ISIN ("IS IN", concept from old version of HAS, X ISIN Y works like Y HAS X)

Properties:
- HOT 2/3, MELT 2/3 (Exactly like HOT/MELT, but independent to each other, also might have some bugs :P)
- HOLD (Object for easy access, prevents objects in the tile from moving from the tile)
- LESS (Opposite of MORE, causes destruction which can trigger HAS and prevented by SAFE)
- FILL (Like fill bucket, to individual ALL/TEXT/EMPTY)
- FLODD (Like fill bucket, to any ALL/TEXT/EMPTY) (Idea by Melody)
- SOLID (Acts like STOP, except for objects moving due to player actions from YOU, YOU2, 3D)
- AUTO UP/DOWN/LEFT/RIGHT (Inputs up, down, left, right, respectively every set LEVEL IS AUTO delay regardless of current input, GAME can substitute for LEVEL)
- SPARK/IGNITE (A SPARK object next to any INGITE object on the same FLOAT level will cause itself and all adjacent SPARK objects (recursively) to BOOM, does not stack with BOOM)
- CLEAR (Solid objects will allow SEEING to ignore them, LEVEL IS CLEAR adds effect to the background with no function)
- COMBUST (Acts like X IS NOT X, but triggers HAS and works with SAFE)
- PRICKLY (Opposite of WEAK, destroys objects within the same tile)
- FLIPTURN (TURN AND TURN)
- CLOSE (Can only be used with LEVEL and GAME, otherwise causes Incompatible Statement failstate, LEVEL IS CLOSE exits level, GAME IS CLOSE hangs the game)
- COMPLEX (X IS COMPLEX forces Too Complex failstate)
- EDGE (X IS EDGE makes X act like the level edge, stops SEEING and destroys objects within the tile regardless of SAFE, tiled objects do not tile for some reason)
- INFINITE (X IS INFINITE forces Infinite Loop failstate)
- PATH (Acts like a path that SELECT objects can move on, regardless of HIDE)
- START (Special particles, LEVEL IS START restarts the level, GAME IS START has no function)

- NOT Properties (These properties are all prefixed with "not ", X IS WIN(X) acts like X IS NOT WIN, X IS NOT WIN(X) prevents X IS NOT WIN and X IS WIN(X))
	- YOU
	- PUSH
	- PULL
	- STOP
	- MOVE
	- SHIFT
	- DEFEAT
	- HOT
	- MELT
	- OPEN
	- SHUT
	- SINK
	- FLOAT
	- WEAK
	- WIN
	- END

Prefixes:
- RIGHT/UP/LEFT/DOWNWARD (Like IDLE, but for the other directions)
- ALWAYS (All other conditions in the statement are set to true, NOT ALWAYS == NEVER_)
- NEVER_ (All other conditions in the statement are set to false, NOT NEVER_ == ALWAYS)
- MAYBE (Like OFTEN/SELDOM but 1/2)
- RARELY (LIKE OFTEN/SELDOM but 1/10)
- Pseudo Chances (Returns the boolean depending on the turn)
	- PSEUDOOFTEN (true true true false)
	- PSEUDOMAYBE (true false)
	- PSEUDOSELDOM (true false false false false false)
	- PSEUDORARELY (true false false false false false false false false false)
	
	- RARER (adds another false (or true for invert), NOT RARER removes one, Divided By Zero failstate if no booleans are left)
	- SETOFF (increments the pattern (wrap to the right), NOT SETOFF decrements (wrap to the left))
- Articles (Failstates if the following word does not match the article)
	- ARITCLE_A (values.lua name "A")
	- ARITCLE_AN (values.lua name "AN")
	- ARITCLE_THE (values.lua name "THE")

Infixes:
- Opposites (Opposite of other infixes (kinda))
	- OFFOF ("OFF OF", NOT ON)
	- AWAY (NOT NEAR)
	- ASLANT (X ASLANT Y IS Z turns X to Z if X is any amount of diagonal spaces (including 0) away from Y)
	- FACEDBY ("FACED BY", does not work with HIDE)
	- SEENBY ("SEEN BY", works with HIDE, but not with CLEAR)
	- WITH (NOT WITHOUT)

Multiletters:
- For easy access:
	- BA
	- AB
	- BO
	- CO
	- KE
	- EK
	- LE
	- VE
	- LL
	- NO
	- OT
	- RA

Misc:
- Placeholder objects (no paired text)
- Prefixes no longer require AND, but is optional