Editor v.3.00 - What's New?

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Qloof234
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Editor v.3.00 - What's New?

Post by Qloof234 » Wed Mar 05, 2014 1:02 am

So, there are some new toys in the new Editor. Most of it is stuff we expected from the beginning (PoTZ/MoFI elements). For what it's worth, I'm going to list down my findings here. These won't include notes on how things work (not yet at least), just what the new options are.

Master.dat Files
  • Dir: # - Player orientation upon starting the adventure. (0 - facing up, 90 - facing right, 180 - facing down (default), 270 - facing left)
    Gate/Keys: Version ## - Gate/Keys texture. I think this applies for buttons as well (1 - WA1 textures, 2 - MoFI textures, 3 - PoTZ textures)
    Hub Commands:
    WonExit LV/X/Y: #/#/# - Player position in Hub upon winning level.
    LostExit LV/X/Y: #/#/# - Player position in Hub upon losing/aborting level.
    WonCMD (x3): LV/C/D(x4): #(x6) - Commands to execute in hub upon success. D = Data1 - Data4, C = Command number.
Levels
  • Weather: New options - ThundrStrm, Alarm, Light Rise, Light Fall, Rainb Rise, Rainb Fall, Foggy, FoggyGreen, Leaves, Sand Storm, Abstract
    Music: New options - WondrFalls, Jungle, KaboomTown, Acid Pools, Retro, Cave, PoTZ Intro, Uo Sound, Z-Ambience, Z-Synchron, RetroScary, DesertWind, DesertCave, Star World, Piano, Beach
    LevelTex/WaterTex: New options - Have PoTZ/MoFI level/water textures
    Tile Logic: New option - Lava (No preset)
Objects
  • New Objects:
    Bridges: Conveyor Lead, Conveyor Tail, FlipBridge, IceFloat, RainbowFloat, SucTube, SucTubeX
    CustomModel: Too many to list - Custom model object itself, as well as custom-texture enabled versions of several other objects
    Environment: Blinker, CircleBurst, Sparks, Spiral
    Gates: AutoDoorEW, AutoDoorNS
    Houses: Computer, FootBridge, Hut, WaterWheel
    Indoor: Arcade
    Items: KeyCard, Token
    LevelExits: AdventureStart
    Magic: OnceCharge, Spell Generator
    Monsters: BurstFlower, Crab, Ghost, Lurker, RainbowBubble, WaterChomp, Wraith
    NPCs: BabyBoomer, IceTroll, Kaboom, ZBot NPC
    Other: Acid Pool, Crystal, Meteorite, Portal Frame, Portal Warp, Ship, Sun Sphere, Volcano, WyspShip, Zipper
    Outdoor: Cactus Multi, Fern 1, Fern 2, Fern 3, Jungle Tree 1, Jungle Tree 2, Palm Tree, Plant 1, Plant 2, Plant Multi, Rock Multi, Tentacle, WaterVine
    Retro: Coily, CoinGate, LaserGate, Rainbow Coin, Scouge, UFO, Woodbox, ZBot
    Signs: Sign Terminal, Sign ZBot, Sign ZBotSmall
    ZBots: MotherShip, PushBot (Moo-Bot), UFO (dupe?), WeeBot (Zip-Bot), ZapBot, ZBot NPC (dupe?), ZBot (dupe?)
  • Returning Objects with New Settings:
    Cuboid - Turning: Yes/No, Explo Command: #, Cmd Data1-4: #
    Gem - XOffset: #
    LevelExit - PlayerStartingYaw: #, FlyOver: Yes/No
    FireFlower - Type: Fire/Ice
    Scritter - Colour: #
    Stinker NPC - Greeting: <var> (too many to list)
    Thwart - Greeting: <var> (same as above)
    Wee Stinker - Type: Normal/Green/White
    Wisp - Texture: #, X/Y/ZScale: #, Greeting: <var>
    Waterfall - Type: Water/Lava/Green
    Mushroom - Data0: # (texture)
This is all I've found so far. I'll probably get around to proper documentation about what settings do what later, I'm tired right now. :P

EDIT: Wow, what happened to the formatting?
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Fluffshery
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Post by Fluffshery » Wed Mar 05, 2014 4:00 am

I know you said you're tired, but I was wondering if you (or anyone else) knew what the FlyOver option for LevelExits does?
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Qloof234
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Post by Qloof234 » Wed Mar 05, 2014 4:02 am

I haven't tested it, but my bet is simply that if it's enabled, if the player flies over the arrow, it activates.
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Jutomi
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Post by Jutomi » Wed Mar 05, 2014 4:19 am

That music...
The first music I added was something called "Piano" because I had no idea what it was for.

If it was for the ending of WA:POTZ...

I think I might actually have cried if I found the last two coins to the secret ending. :cry:

It's so beautiful!
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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Wonderland King
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Post by Wonderland King » Wed Mar 05, 2014 4:20 am

Jutomi wrote:That music...
The first music I added was something called "Piano" because I had no idea what it was for.

If it was for the ending of WA:POTZ...

I think I might actually have cried if I found the last two coins to the secret ending. :cry:

It's so beautiful!
Yes, that's what it was for... now quit playing with the editor and find those coins! :wink:
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Wonderland King
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Post by Wonderland King » Wed Mar 05, 2014 5:12 am

DP.

What about new commands?
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Qloof234
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Post by Qloof234 » Wed Mar 05, 2014 5:20 am

Command 41 and 42 can be used to copy-paste objects (like what MotherShips do - IIRC CMD41 has no effect and 42 has the Mothership effect). Data 1 and 2 are the X/Y co-ordinates of the original object, Data 3 and 4 are the X/Y co-ordinates to "paste" it to.

The only other new command I can recall is Command 13, which changes the weather. Copy-paste from experimenting during the PoTZ beta period...
0 - Clear
1 - Light Snow
2 - Heavier Snow
3 - Blizzard (R-L)
4 - Blizzard (L-R)
5 - Rain
6 - Void/Coloured Lighting
7 - Thunderstorm
8 - Alarm (Z-Bot Planet Levels, red flash + noise)
9 - Upwards Embers? (Floating yellow particles)
10 - Raining Embers (Same as above, but downwards)
11 - Upwards "Rings" (Floating "Glove-Charge ring" particles)
12 - Raining "Rings" (Same as above, but downwards)
13 - "Fog" (White smoke particles emitting from floor, like Forever Forest)
14 - Green Fog (Same as above, but green)
15 - Canada (Raining Maple Leaves)
16 - "Ember" Blizzard? (L-R, like Escape! effects)
17 - Flash Rift Effects 1
18 - N/A? I seem to recall this being another Flash Rift Effects variant, but...
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Qloof234
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Post by Qloof234 » Wed Mar 05, 2014 10:20 pm

Just a useful tidbit I've stumbled across for those porting an old adventure over to the new Editor.

If your old adventure uses a custom level-texture and you want to change it to one of the ones included in the Editor, instead of just clicking the LevelTex variable normally to try scrolling (which usually gives off an Array Index error, for me at least), right-click and press enter. It'll do the standard "Files not found" thing, but after that, if you try scrolling, it'll (usually) work fine.
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DEEMAN223344
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Post by DEEMAN223344 » Thu Mar 06, 2014 3:37 am

Isn't there also a command that plays sounds?
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Qloof234
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Post by Qloof234 » Thu Mar 06, 2014 3:57 am

Ah, yeah. Let me see if I can find that one again...

Found some notes from the old conversion file thread - Krishiv found CMD12, which is the music modifier. Data1 is volume and Data3 is speed, according to his notes. Not sure about Data2 or 4.

Also, the "play sound" command is CMD10. I'm pretty sure it's incomplete/not 100% accurate, but I did throw together a list of CMD10 values here.
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Post by Krishiv738 » Thu Mar 06, 2014 5:59 am

What about !DefencePower?
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Wonderland King
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Post by Wonderland King » Thu Mar 06, 2014 6:01 am

Fluffshery wrote:I know you said you're tired, but I was wondering if you (or anyone else) knew what the FlyOver option for LevelExits does?
Qloof234 wrote: I haven't tested it, but my bet is simply that if it's enabled, if the player flies over the arrow, it activates.
I loaded a POTZ level in the editor and found out that it's used for red arrows in the Rainbow Portals in Star Town. So yes, that's what it does. (And I used to think that you needed a hex editor to load official levels in the editor - silly me! :lol: :oops: )
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Post by Fluffshery » Thu Mar 06, 2014 6:23 am

Okay, that make a sense.
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Post by StinkerSquad01 » Sat Mar 08, 2014 3:25 am

I thought I'd use this for my research as well.

Here's a WIP list of objects and their [unique] arguments:
  • Meteorite
    • ID: Activating the ID will 'create' the actual meteor.
    • Data0: The start height of the meteor.
    • Data1: The destination X coord.
    • Data2: The destination Y coord.
    • Data3: The destination height. A same start and destination height makes the meteor never explode for some spooky reason.
  • AutoDoor (both)
    • Color/Subcolor: Apparently it has this but using buttons isn't working.
    • ActivateID: The IDs that can operate the door. You can have three, and setting one to 0 will let anything open it.
  • AdventureStart
    • Data0: The adventure number. But that was probably obvious.
  • Portal Frame
    • Data1: Why is there here..? What does it do? Those are questions I don't have the answer to. But maybe you do!?
  • Portal Warp
    • Data1: The texture of the warp, 0 is the space one, 1 is the rainbow one.
  • Ship
    • Data0: Doesn't seem to do anything..
  • Sun Sphere
    • Data0: The R component of the color. Doesn't seem to have a limit, but it's probably easier just to use a 0-255 range.
    • Data1: The G component.
    • Data2: Unsurprisingly, the B component of the color.
  • Mushroom
    • Data0: Some unused different colored mushroom options.
  • UFO
    • Data4: This is whether the UFO will follow a track.
  • Cuboid
    • Turning: Whether it turns. You should've known that.
    • Explo Command: What's this? Cuboids can execute commands upon destruction now apparently! This is the command number.
    • Cmd Data1-4: Should be self explanatory.
  • Gem
    • XOffset: Gems can have an X offset for some reason. The units used are tiles (i.e. an XOffset of 5 would shift it 5 tiles right).
  • LevelExit
    • PlayerStartingYaw: The direction the player is facing upon entering the destination level.
    • FlyOver: Toggles whether flying over the arrow will make you leave the level.
  • Spell Generator
    • Spell: I think you can figure this one out. There is a "Not Used Yet" option in there that replaces Flash, interestingly. Use it if you dare. But you'll be very bored if you do.
    • Goal X: The destination X. Duh.
    • Goal Y: I think you get it.
  • Crab
    • Type: Red or Green. One flees, another follows. But both make me cry!
    • Status: Can be either Awake, Asleep, Disabled, or Curious.
      • Awake crabs will stare you down until you get close to them, which then they will flee or follow depending on their type.
      • Asleep will have them in their rock-looking forms, and they spring up when you're near.
      • Curious always follows you, ignoring type.
      • Disabled crabs are in their rock form and do nothing at all.
  • Ghost
    • Radius: The size of the radius for the square a ghost will detect you in.
    • Speed: How fast the ghost is, obviously.
  • Scritter
    • Color: Scritters now come in a spectrum of designer colors. How stylish! Buy now!
  • Wraith
    • Radius: Same as the Ghost's radius argument.
    • Magic: The type of magic it shoots. You can pick Fire, Ice, and Grow.
  • FireFlower
    • Type: Now can be either Fire or Ice.
  • BabyBoomer
    • Boom: Whether the fuse is lit on the BabyBoomer.
Last edited by StinkerSquad01 on Fri Apr 04, 2014 7:55 pm, edited 2 times in total.
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dig 222
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Post by dig 222 » Sat Mar 08, 2014 9:25 am

Probably a stupid question, but:
Are spell generators activated by stepping on them?
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yot yot5
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Post by yot yot5 » Sat Mar 08, 2014 9:52 am

dig 222 wrote:Probably a stupid question, but:
Are spell generators activated by stepping on them?
I think they're activated by a command 1.
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Post by jdl » Sat Mar 08, 2014 3:23 pm

Unfortunately there's no way of adding custom maps yet (like the one in MOFI).
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Post by Wonderland King » Sat Mar 08, 2014 4:08 pm

yot yot5 wrote:
dig 222 wrote:Probably a stupid question, but:
Are spell generators activated by stepping on them?
I think they're activated by a command 1.
Correct. (But you can't make a Flash generator.)
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Post by Wonderman109 » Mon Mar 10, 2014 12:44 am

dig 222 wrote:Probably a stupid question, but:
Are spell generators activated by stepping on them?
No as WonderlandKing just wrote, but you CAN use the FlipGlitch to put a CMD 1 for a spell gen on the gen. That would be pretty evil though. :twisted:
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Wonderland King
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Post by Wonderland King » Mon Mar 10, 2014 12:52 am

The Flip Glitch isn't necessary anymore. Whenever I need two objects on the same space, I put one in the editor and for the other one, I use command 41 somewhere hidden.
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Post by Wonderman109 » Mon Mar 10, 2014 12:56 am

StinkerSquad01 wrote: [*]AdventureStart
  • Data0: The adventure number. But that was probably obvious.
How do you give adventures IDs and connect them to hubs? Did MS post any guides or anything?

EDIT: Thanks, SS01. :)
Last edited by Wonderman109 on Mon Mar 10, 2014 4:38 pm, edited 2 times in total.
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StinkerSquad01
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Post by StinkerSquad01 » Mon Mar 10, 2014 1:01 am

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Pawelec
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Post by Pawelec » Tue Mar 18, 2014 7:25 pm

StinkerSquad01 wrote:
  • Gem
    • XOffset: Gems can have an X offset for some reason. The units used are tiles (i.e. an XOffset of 5 would shift it 5 tiles right).
Well, this can be used to place gems over other objects. It was used in some PotZ levels, where Gems were placed over Ice Floats and BridgeCols :wink:

Extremely-hard-to-grab Gems, here I come!
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Qloof234
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Post by Qloof234 » Tue Mar 18, 2014 7:37 pm

On that note, monsters still act like the gem is on the tile it was placed on, instead of the tile it's offset to (i.e. Spikeyballs/ZBots will bounce off it instead of going through it).

However, you can use CMD41 instead of the XOffset to get around that problem... 8)
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Post by Qloof234 » Fri Apr 04, 2014 6:07 pm

Bumping this back up, with some (vaguely) relevant stuff, even though it's not new to Editor v3.

I've been looking into CMD51 values again (partially to restore my broken honour from screwing them up the first time), and while I haven't found much new, I figure I might as well post what I have found here.

Code: Select all

0 - 9 - Nothing?
10 - Player &#40;! Only player character moves with this, Scritter test moved up to top-left corner&#41;
11 - Buggy player? &#40;Scritter does same as above? Using on player results in no keyboard controls and odd mouse behaviour - player moves to tile 1 space before destination&#41;
12 - Same as above? &#40;Player moves to tile 2 spaces before destination&#41;
13 - Player again?
14 - Same as 11?
15 - Same as 12?
16 - Player again?
17 - Same as 11?
18 - Same as 12?
19 - Nothing?
20 - Nothing? Crashes if used on player
21 - 29 - Nothing?

30 - Scritter, 0-tile proximity
31 - Scritter, 1-tile proximity
32 - Scritter, 2-tile proximity &#40;default&#41;
33 - Scritter, 3-tile proximity
34 - Scritter, 4-tile proximity

35 - 40 - Nothing?

41 - Spikeyball, north/turn-left
42 - Spikeyball, north/turn-right
43 - Spikeyball, east/turn-left
44 - Spikeyball, east/turn-right
45 - Spikeyball, south/turn-left
46 - Spikeyball, south/turn-right
47 - Spikeyball, west/turn-left
48 - Spikeyball, west/turn-right



71 - Spikeyball, north/turn-180
72 - Spikeyball, northeast
73 - Spikeyball, east/turn-180
74 - Spikeyball, southeast
75 - Spikeyball, south/turn-180
76 - Spikeyball, southwest
77 - Spikeyball, west/turn-180
78 - Spikeyball, northwest
Still plugging away, seeing what values do what, but that's what I've got so far. I haven't included the turning direction for diagonal Spikeyballs, because there doesn't seem to be a pattern to them and that bugs me.
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Post by Jutomi » Fri Apr 04, 2014 6:50 pm

Don't forget moobots in the nineties. :mrgreen:

Or... was it eighties?
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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Post by MyNameIsKooky » Fri Apr 04, 2014 7:38 pm

I'm pretty sure the Moobots have their MovementTypes in the 80s. I haven't looked into that though.

The diagonal Spikeyballs DO have a consistent starting direction. I've researched them in the past. They just use special MovementTypes (MovementTypes 71-78) that the non-diagonal Spikeyballs don't use at all.

Code: Select all

71&#58; Start moving north, bounce off walls. &#40;unused&#41;
72&#58; Start moving northeast, bounce off walls. &#40;used by diagonal spikeyball&#41;
73&#58; Start moving east, bounce off walls. &#40;unused&#41;
74&#58; Start moving southeast, bounce off walls. &#40;used by diagonal spikeyball&#41;
75&#58; Start moving south, bounce off walls. &#40;unused&#41;
76&#58; Start moving southwest, bounce off walls. &#40;used by diagonal spikeyball&#41;
77&#58; Start moving west, bounce off walls. &#40;unused&#41;
78&#58; Start moving northwest, bounce off walls. &#40;used by diagonal spikeyball&#41;
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Jutomi
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Post by Jutomi » Fri Apr 04, 2014 7:42 pm

I use them. :lol:
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

Also, if you want to see my level list, here it is! :D
(Also: List of Hubs, WA Manual)
Oh, and my YT wonderland channel. Forgot about that.
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Post by Qloof234 » Fri Apr 04, 2014 7:58 pm

I don't mean the starting direction, I mean the direction they bounce when hitting a wall. AFAICT, they don't have a consistent "bounce" direction.
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Post by MyNameIsKooky » Fri Apr 04, 2014 8:01 pm

oops i can't read

IMO, the bounces make sense. When they hit a wall to their right, they reverse their horizontal direction. Same goes for when they hit a wall to their left. When they hit a wall above them, they reverse their vertical direction, and the same goes for when they hit a wall below them. When they hit a corner, they're hitting two walls at once and thus reverse direction completely.
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