[Mod] WonderPlus 1.05 (With Sources)

Leveltextures, Custom Icons, etc. for Wonderland Adventures.
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HumanGamer
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[Mod] WonderPlus 1.05 (With Sources)

Post by HumanGamer » Sun Jun 12, 2016 4:40 pm

Hey all, the mod I released earlier was a sort of "alpha" version of the mod. I have polished it up, fixed bugs and added new features.

Releases:
- 1.05 (Latest): http://www.mediafire.com/file/81ysa6oeh ... s-1.05.zip
- 1.04: http://www.mediafire.com/file/7uha8aj9s ... s-1.04.zip
- 1.03 (Bugged?): http://www.mediafire.com/file/7s5hl7g89 ... s-1.03.zip
- 1.02 (Bugged): http://www.mediafire.com/download/87i6j ... s-1.02.zip
- 1.01(Old fully working version): http://www.mediafire.com/download/xl1ml ... s-1.01.zip
- 1.00: http://www.mediafire.com/download/32bhz ... s-1.00.zip
- 0.01: http://www.mediafire.com/download/hryik ... 3E_Mod.zip

Install:

Code: Select all

Copy all the files from the Binaries folder into your WA3E folder, replacing anything you're asked to.
Features:

Code: Select all

==================
Mod Features List
==================

---------------------------------------------------------------------------
Fixes:
---------------------------------------------------------------------------
    * Fixed vanilla bug where selecting a profile would ALWAYS create a new
      profile and bug out.
    * Editor now uses WASD to move camera instead of WAXD

---------------------------------------------------------------------------
Commands:
---------------------------------------------------------------------------
    - Command 118: Displays a Hub Complete message at the bottom of the screen.
    - Command 119: Removes your current magic.

---------------------------------------------------------------------------
Magic:
---------------------------------------------------------------------------
    - Magic 7: White Magic chargers now remove your current magic.
    - Magic 8: Rainbow Magic is now 'Bounce' magic
    - Magic 9: Gray Magic uses star particles but is currently unused.

    - White and Rainbow Magic chargers are now selectable in the editor.
    * Black Magic is no longer selectable in the editor, use White Magic instead.

---------------------------------------------------------------------------
Object Logic:
---------------------------------------------------------------------------
    - Type 472: Talking NPC that doesn't animate or move such as barrels. Incl. *.wop for Barrels
Changelog:

Code: Select all

v1.05:
    * The bug from 1.02 is now removed for good. It was caused by the border extruding.
    * Temporarily removed custom border extrude due to a bug.
    - Version number of mod is now displayed on the main menu.

v1.04:
    * The bug from 1.02 should now be fixed for sure. Let me know if it's still broken.

v1.03:
    * Hopefully fixed gamebreaking bug from v1.02
    * Changed camera controls in editor from WAXD to WASD
    - Partially implemented custom border extrude (Player is done, Editor needs work)

v1.02:
    * Fixed bug where the small magic remover (white magic) wouldn't disappear after use.

v1.01:
    * Fixed the vanilla bug with profile selector - see features.txt for more info
    
v1.00
    - White magic chargers now remove magic
    - New Commands that are actually useful
    * Fixed pad particles for rainbow and gray magic. (They used to show up with a snow flake and raindrop)
    * Fixed custom magic types not having a message when selected in the inventory
    * Fixed math bug with rainbow/bounce magic (Caused by null-pointer/missing-reloc)
    
v0.01
    - Initial Release - Test Version
    - Two Test Commands
    - White magic test where it plays the wakka sound
    - Rainbow magic is now bounce magic
    - Adding extra magic colors/types test with gray magic.
    - Talking Inanimate Objects (New Logic Type)
PS: This is the topic for the mod now. The other topic was just more of a heads-up look what I did kind of thing.
Last edited by HumanGamer on Wed Oct 12, 2016 11:45 pm, edited 6 times in total.
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Pawelec
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Post by Pawelec » Mon Jun 13, 2016 5:19 pm

Could you fix the Wonderfalls backgroundtex bug? It's extremely annoying.
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Jutomi
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Post by Jutomi » Mon Jun 13, 2016 10:27 pm

In fact, the ability to change the background's textures and even Xtrude/water height/etc would be amazing... though, I somewhat doubt this would be easy or even possible. :?
Your only little stinker that's absolutely NOT a z-bot by this name,
Jutomi~ :mrgreen:

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OondiLalaLoopy
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Post by OondiLalaLoopy » Sat Jun 18, 2016 8:32 pm

I know it might sound stupid but what exactly this mod do?
I live a Wonderland adventure every day!
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Timecrokba
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Post by Timecrokba » Sat Jun 18, 2016 10:25 pm

OondiLalaLoopy wrote:I know it might sound stupid but what exactly this mod do?
Currently:
Allows you to select a profile in the player
Adds the option to "Complete"/have an end to a hub and have it be displayed
Added white magic charger which now just removes magic, which replaces black magic, along with a command to do the same thing,
Added "Bounce" back into the editor
Added talking barrels, because why not

That's what I think it does so far anyways
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LittleZbot
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Post by LittleZbot » Sun Jun 19, 2016 3:27 am

If I may ask, if I were to make an adventure with this, would the player have to also have it installed, or would they experience everything (such as Command 119, or Bounce Magic) normally, even if they had the normal editor and player?
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these Wonderlanders find more adventures in passing than they ever had in life.
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Qloof234
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Post by Qloof234 » Sun Jun 19, 2016 5:11 am

They'd have to have the mod installed, I can tell you that pretty easily.
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ab-47
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Post by ab-47 » Fri Jul 15, 2016 6:22 pm

Hi. Does Wonderplus change anything in Flash magic?
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Jutomi
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Post by Jutomi » Fri Jul 15, 2016 8:35 pm

I don't think so, from my personal experience with it. :P
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
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LittleZbot
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Post by LittleZbot » Fri Jul 15, 2016 9:34 pm

May I ask, then, if you were to make an adventure with this mod without using any of the extra features, would the player still have to have this mod?
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these Wonderlanders find more adventures in passing than they ever had in life.
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Timecrokba
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Post by Timecrokba » Fri Jul 15, 2016 9:45 pm

LittleZbot wrote:May I ask, then, if you were to make an adventure with this mod without using any of the extra features, would the player still have to have this mod?
No. If it only uses vanilla features, you would not need the mod. But if you add anything relating to the mod, you will need it.
ab-47
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Post by ab-47 » Sat Jul 16, 2016 11:03 am

Jutomi wrote:I don't think so, from my personal experience with it. :P
Are you sure? I was able to flash objects into water-logic tiles and bridges, and this didn't show up in vanilla Wg.exe. :?
Wonderman109
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Post by Wonderman109 » Sun Jul 17, 2016 1:21 am

Where should I put the files?

EDIT: How do I use grey magic? I can't change the magic # to 9. Did I do something wrong with the files?
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HumanGamer
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Post by HumanGamer » Fri Jul 22, 2016 4:59 pm

Are you sure? I was able to flash objects into water-logic tiles and bridges, and this didn't show up in vanilla Wg.exe.
This may be a bug, can anyone else confirm this?
How do I use grey magic? I can't change the magic # to 9.
I have not made any use for grey magic yet, so I disabled it in the editor.
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HumanGamer
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Post by HumanGamer » Wed Sep 21, 2016 6:20 pm

New Update!

Code: Select all

v1.02:
    * Fixed bug where the small magic remover (white magic) wouldn't disappear after use.
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FinnThor
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Post by FinnThor » Wed Sep 21, 2016 8:05 pm

I'm really impressed with the Wonderplus mod, I can't wait to see what's added in future updates! (If there are any.)
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Wonderman109
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Post by Wonderman109 » Wed Sep 21, 2016 10:45 pm

cooldudepoke, the mod is causing the game to require a custom texture for the default iceflower texture. I'm using the missileflower's as a placeholder, but could you stop tinkering with Z-Bots and iceflowers adn the like when making these? It's getting a bit annoying.

EDIT: NVM it's not the mod. The (Timer) fireflower wop from someone else I can't remember automatically assumes all fireflowers use Custom\Iceflower.png. The regular fireflower works fine.
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HumanGamer
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Post by HumanGamer » Thu Sep 22, 2016 12:06 am

Wonderman109 wrote:cooldudepoke, the mod is causing the game to require a custom texture for the default iceflower texture. I'm using the missileflower's as a placeholder, but could you stop tinkering with Z-Bots and iceflowers adn the like when making these? It's getting a bit annoying.

EDIT: NVM it's not the mod. The (Timer) fireflower wop from someone else I can't remember automatically assumes all fireflowers use Custom\Iceflower.png. The regular fireflower works fine.
I didn't touch anything related to that. But it seems you figured that out already ;)
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HumanGamer
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Post by HumanGamer » Wed Sep 28, 2016 5:56 pm

Another new update:

Code: Select all

v1.03:
    * Hopefully fixed gamebreaking bug from v1.02
    * Changed camera controls in editor from WAXD to WASD
    - Partially implemented custom border extrude (Player is done, Editor needs work)

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Timecrokba
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Post by Timecrokba » Wed Sep 28, 2016 7:32 pm

Cooldudepoke wrote:v1.03:
* Hopefully fixed gamebreaking bug from v1.02
* Changed camera controls in editor from WAXD to WASD
- Partially implemented custom border extrude (Player is done, Editor needs work)
What is/was the bug?
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HumanGamer
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Post by HumanGamer » Wed Sep 28, 2016 7:59 pm

Timecrokba wrote:
Cooldudepoke wrote:v1.03:
* Hopefully fixed gamebreaking bug from v1.02
* Changed camera controls in editor from WAXD to WASD
- Partially implemented custom border extrude (Player is done, Editor needs work)
What is/was the bug?
The game would act strange whenever you stepover a small magic charger. When removing it, it would sometimes mess other things up such as Z-Bot path finding etc.
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FinnThor
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Post by FinnThor » Wed Sep 28, 2016 8:28 pm

cooldudepoke wrote:Another new update:

Code: Select all

v1.03:
    * Hopefully fixed gamebreaking bug from v1.02
    * Changed camera controls in editor from WAXD to WASD
    - Partially implemented custom border extrude (Player is done, Editor needs work)

I have split opinions on this.

I'm happy that there's a new update.

I'm not happy because I have to re-download Wonderplus. But then again, every time you fix a bug, a new one is created.

However, nothing's perfect.
cooldudepoke wrote: I have not made any use for grey magic yet, so I disabled it in the editor.
I hope that in the next update, you find a use for this! (Also, because you have added talking barrels, why not add talking tnt barrels? It only makes sense.)
Last edited by FinnThor on Sun May 21, 2017 1:28 pm, edited 2 times in total.
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Post by LittleZbot » Fri Sep 30, 2016 6:18 pm

That WASD thing is going to save my life.
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these Wonderlanders find more adventures in passing than they ever had in life.
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FinnThor
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Post by FinnThor » Fri Sep 30, 2016 8:39 pm

LittleZbot wrote:That WASD thing is going to save my life.
Same Here!
Cheese!

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Cheese Vs Pirates, featuring FinnThor, Timecrokba, and Yoda!
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HumanGamer
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Post by HumanGamer » Tue Oct 11, 2016 5:59 pm

The bug should now be completely fixed.

Code: Select all

v1.04:
    * The bug from 1.02 should now be fixed for sure. Let me know if it's still broken.
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HumanGamer
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Post by HumanGamer » Wed Oct 12, 2016 11:46 pm

The bug is completely fixed now for sure. This version is play-ready!

Code: Select all

v1.05:
    * The bug from 1.02 is now removed for good. It was caused by the border extruding.
    * Temporarily removed custom border extrude due to a bug.
    - Version number of mod is now displayed on the main menu.
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PhoenixBlaze
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Post by PhoenixBlaze » Fri Aug 04, 2017 1:59 pm

Is it possible to use a spellball with Bounce magic?
Previous Adventure: Obsidian Trials
Upcoming Adventure: Purple Haze

oh y'all wanted a twist? come on pcpuzzle let's get SICKENING
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FinnThor
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Post by FinnThor » Fri Aug 04, 2017 2:08 pm

PhoenixBlaze wrote:Is it possible to use a spellball with Bounce magic?
No, It is not. :(

Edit: Wait, no, scratch that, it is! I was able to do it and it was pretty mind-blowing for me. :P
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