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	<id>https://wiki.imagisphere.me/history/User:Chunky104/Water?feed=atom</id>
	<title>User:Chunky104/Water - Revision history</title>
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	<updated>2026-07-20T23:56:19Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.imagisphere.me/index.php?title=User:Chunky104/Water&amp;diff=26135&amp;oldid=prev</id>
		<title>Chunky104: /* Behaviour */</title>
		<link rel="alternate" type="text/html" href="https://wiki.imagisphere.me/index.php?title=User:Chunky104/Water&amp;diff=26135&amp;oldid=prev"/>
		<updated>2024-06-03T15:15:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Behaviour&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 15:15, 3 June 2024&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l18&quot;&gt;Line 18:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 18:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The water level can be set with either the [[Water Level Tweaker]] or the Water Level tool on the first page of Global Controls; {{button|dpadud}} is used to raise or lower the water, with the maximum height being slightly above the terrain&amp;#039;s starting height. The water&amp;#039;s colour can also be set with the [[Water Colour Tweaker]].&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The water level can be set with either the [[Water Level Tweaker]] or the Water Level tool on the first page of Global Controls; {{button|dpadud}} is used to raise or lower the water, with the maximum height being slightly above the terrain&amp;#039;s starting height. The water&amp;#039;s colour can also be set with the [[Water Colour Tweaker]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a kart is &lt;/del&gt;submerged &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in water&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/del&gt;enters a &quot;drowning&quot; state&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is respawned back onto &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;track &lt;/del&gt;shortly after. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While underwater&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kart&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movement &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavily dampened&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which results in significantly slower driving, shorter hops&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the inability to drift. The default chase camera &lt;/del&gt;will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;locked at its last position &lt;/del&gt;until &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the player exits the water&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;When submerged, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the player &lt;/ins&gt;enters a &quot;drowning&quot; state &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in which Manual Resets are disabled &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their Sackperson assumes a swimming animation. Even if the player exits &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;body of water, this state persists until they respawn, which usually happens &lt;/ins&gt;shortly after &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entering the &quot;drowning&quot; state&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next [[Arena ReSpawn Point|Spawn Point]] &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;underwater&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the call to respawn does not activate properly&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they &lt;/ins&gt;will be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stuck in the &quot;drowning&quot; state indefinitely &lt;/ins&gt;until &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they are killed by another hazard&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Once submerged&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player&lt;/del&gt;&#039;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sackperson assumes a swimming animation that disables the {{button|ps3|select}} Manual Reset&lt;/del&gt;, which &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;persists until they respawn (even if they exit &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;body of water before then)&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Karts usually respawn soon after entering a body of water, but if the next [[Arena ReSpawn Point|Spawn Point]] is underwater, they &lt;/del&gt;will be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stuck in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;drowning&quot; state indefinitely until they are killed by another hazard&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Separately&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kart&lt;/ins&gt;&#039;s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movement is heavily dampened while underwater&lt;/ins&gt;, which &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;results in significantly slower driving, shorter hops, and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inability to drift&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The default chase camera &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;locked at its last position until exiting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;water&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Water in &amp;#039;&amp;#039;LittleBigPlanet Karting&amp;#039;&amp;#039; has no effect on dynamic objects; they will phase through water as though it doesn&amp;#039;t exist.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Water in &amp;#039;&amp;#039;LittleBigPlanet Karting&amp;#039;&amp;#039; has no effect on dynamic objects; they will phase through water as though it doesn&amp;#039;t exist.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Chunky104</name></author>
	</entry>
	<entry>
		<id>https://wiki.imagisphere.me/index.php?title=User:Chunky104/Water&amp;diff=26134&amp;oldid=prev</id>
		<title>Chunky104: Created page with &quot;&#039;&#039;&#039;Water&#039;&#039;&#039; is an environmental feature in the &#039;&#039;LittleBigPlanet&#039;&#039; series that exists in numerous forms: some are treated as hazards that the player must avoid, while others allow the player to safely swim through it.  ==Global Water== Global Water, in its most recognisible form, was first introduced in the Pirates of the Caribbean Kit for the original &#039;&#039;LittleBigPlanet&#039;&#039;, and has gone on to appear as part of the default toolset in...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.imagisphere.me/index.php?title=User:Chunky104/Water&amp;diff=26134&amp;oldid=prev"/>
		<updated>2024-06-03T15:08:00Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; is an environmental feature in the &amp;#039;&amp;#039;LittleBigPlanet&amp;#039;&amp;#039; series that exists in numerous forms: some are treated as hazards that the player must avoid, while others allow the player to safely swim through it.  ==Global Water== Global Water, in its most recognisible form, was first introduced in the &lt;a href=&quot;/Pirates_of_the_Caribbean_Kit&quot; class=&quot;mw-redirect&quot; title=&quot;Pirates of the Caribbean Kit&quot;&gt;Pirates of the Caribbean Kit&lt;/a&gt; for the original &amp;#039;&amp;#039;&lt;a href=&quot;/LittleBigPlanet_(PlayStation_3)&quot; title=&quot;LittleBigPlanet (PlayStation 3)&quot;&gt;LittleBigPlanet&lt;/a&gt;&amp;#039;&amp;#039;, and has gone on to appear as part of the default toolset in...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039; is an environmental feature in the &amp;#039;&amp;#039;LittleBigPlanet&amp;#039;&amp;#039; series that exists in numerous forms: some are treated as hazards that the player must avoid, while others allow the player to safely swim through it.&lt;br /&gt;
&lt;br /&gt;
==Global Water==&lt;br /&gt;
Global Water, in its most recognisible form, was first introduced in the [[Pirates of the Caribbean Kit]] for the original &amp;#039;&amp;#039;[[LittleBigPlanet (PlayStation 3)|LittleBigPlanet]]&amp;#039;&amp;#039;, and has gone on to appear as part of the default toolset in most of the games since.&lt;br /&gt;
&lt;br /&gt;
==Floaty Fluid==&lt;br /&gt;
&lt;br /&gt;
==Water as a Hazard==&lt;br /&gt;
Before (and after) the advent of Global Water that players could swim in and which interacted with physics, water has been treated as either a decorative element or a stage hazard. In the initial release of &amp;#039;&amp;#039;LittleBigPlanet&amp;#039;&amp;#039; and in &amp;#039;&amp;#039;[[LittleBigPlanet (PlayStation Portable)|LittleBigPlanet Portable]]&amp;#039;&amp;#039;, water hazards typically took the form of Horrible Gas, either on its own or covered by thin strips of blue fabric. Notable examples of hazardous water include the water wheels seen throughout [[The Gardens]], the boat ride in [[Sand Ahoy]], and in [[Alpine Run]]&amp;#039;s case, electrified &amp;quot;frozen&amp;quot; water.&lt;br /&gt;
&lt;br /&gt;
==Water in &amp;#039;&amp;#039;LittleBigPlanet Karting&amp;#039;&amp;#039;==&lt;br /&gt;
[[File:Lbp3_test_card.png|240px|right|thumb|A pond of water in Karting Lessons.]]&lt;br /&gt;
In &amp;#039;&amp;#039;[[LittleBigPlanet Karting]]&amp;#039;&amp;#039;, Global Water primarily functions as a stage hazard that causes karts that venture too deep to respawn, but it is also used to add texture and detail to a level, whether by filling ponds in [[Karting Lessons]] and [[On the Wormpath]], or having players drive through shallow water in [[Savannah Rally]].&lt;br /&gt;
&lt;br /&gt;
The first instance of water in a hazardous context is [[After the Wedding]], which contains a lake on the left side of the starting area; there are guard rails blocking the way, but unlucky drivers can still be knocked into the drink if hit by a Boxing Glove or Flash Bang. It is also prominently featured throughout [[Monster Islands]], lining the tropical beaches and serving as a hazard for karts to jump over.&lt;br /&gt;
&lt;br /&gt;
===Behaviour===&lt;br /&gt;
The water level can be set with either the [[Water Level Tweaker]] or the Water Level tool on the first page of Global Controls; {{button|dpadud}} is used to raise or lower the water, with the maximum height being slightly above the terrain&amp;#039;s starting height. The water&amp;#039;s colour can also be set with the [[Water Colour Tweaker]].&lt;br /&gt;
&lt;br /&gt;
When a kart is submerged in water, it enters a &amp;quot;drowning&amp;quot; state, and is respawned back onto the track shortly after. While underwater, the kart&amp;#039;s movement is heavily dampened, which results in significantly slower driving, shorter hops, and the inability to drift. The default chase camera will also be locked at its last position until the player exits the water.&lt;br /&gt;
&lt;br /&gt;
Once submerged, the player&amp;#039;s Sackperson assumes a swimming animation that disables the {{button|ps3|select}} Manual Reset, which persists until they respawn (even if they exit the body of water before then). Karts usually respawn soon after entering a body of water, but if the next [[Arena ReSpawn Point|Spawn Point]] is underwater, they will be stuck in the &amp;quot;drowning&amp;quot; state indefinitely until they are killed by another hazard.&lt;br /&gt;
&lt;br /&gt;
Water in &amp;#039;&amp;#039;LittleBigPlanet Karting&amp;#039;&amp;#039; has no effect on dynamic objects; they will phase through water as though it doesn&amp;#039;t exist.&lt;br /&gt;
&lt;br /&gt;
==Water in &amp;#039;&amp;#039;Sackboy: A Big Adventure&amp;#039;&amp;#039;==&lt;br /&gt;
[[File:Lbp3_test_card.png|240px|left|thumb|Sackboy drowning in Water Predicament.]]&lt;br /&gt;
In &amp;#039;&amp;#039;[[Sackboy: A Big Adventure]]&amp;#039;&amp;#039;, water is treated as a hazard. When Sackboy enters a body of water, he takes damage and is launched into the air. If he enters water while damaged (indicated by a coloured glow), he will drown and lose a life. Note that Sackboy dies even if the water recedes and reveals a safe floor before he pops. Most enemies are set to instantly die if they touch water, with the exception of [[Froogle]]s and path-following enemies like [[Dawdler]]s and [[Ponger]]s; enemies that don&amp;#039;t automatically die in water are usually caught by a death barrier below the water&amp;#039;s surface instead.&lt;br /&gt;
&lt;br /&gt;
Water hazards are used sparingly throughout the game, being prominently featured in [[Water Predicament]] and [[Keep It Tidey]], which are designed around the water level rising and falling. A stationary form of this hazard also appears in [[Pier Pressure]] and the platforming section of [[Vexpiration Date]]. A more primative version of water, which functions as a glorified instant death barrier, also appears in [[Slippery Slope]]&amp;#039;s bonus room, [[Riverside Rumble]], [[Until Vex Time]], and the Scoreboard area of Vexpiration Date.&lt;br /&gt;
&lt;br /&gt;
Despite [[the Kingdom of Crablantis]] taking place under the ocean, it is seemingly not hazardous to Sackfolk.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
{{quote|Water is surprisingly dangerous for Sackpeople. Once soaked through, they sink to the bottom, never to be seen again.|author=In-game loading tip|source=Sackboy: A Big Adventure}}&lt;/div&gt;</summary>
		<author><name>Chunky104</name></author>
	</entry>
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