only MOFIEmerald141 wrote:Are those first two answers applicable for both hubs, or just MoFI? (Also I don't need the glyph coordinates anymore, I figured that out.)
Unofficial Wonderland Adventures Editor Guide
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*Deleted stupid part of the post*
Thanks emerald141 for your hard work!
Thanks emerald141 for your hard work!

Last edited by |Cookie| on Fri May 02, 2014 8:09 am, edited 1 time in total.
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And I also request you to cover commands in detail because of this little lack of knowledge:
http://pcpuzzle.com/forum/viewtopic.php?p=310643#310643
http://pcpuzzle.com/forum/viewtopic.php?p=310643#310643
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It's not 16.wlv for sure!
My hub has 16.wlv and it's fine.
I think the demo ends when you are teleported to level 27 or 28.
My hub has 16.wlv and it's fine.
I think the demo ends when you are teleported to level 27 or 28.
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here's some easy steps to tell you how to start one.Derp wrote:Hmmm...I know what to do when you have the hub but,
What do you do to start off with? How do you actually GET the hub?
Sorry, Noobishness.

1- Download MOFI's demo
2- Make an adventure an WAE, and you need atleast one adventure star with the data of 1 (the editor)
3- the adventure must be the main area in the game (or hub)
4- make the starting area in this point exactly X=37, Y=8, or you might end up on a wall or water or in a false starting area.
5- Compile it and then go to WAE/user data/adventures/editing/yourlevel/
6-take all the wlv and dialog files and then go to MOFIDEMO/Data/Adventures/Hub
7- paste them in the hub folder, replacing ild wlvs that existed there
8- go back to WAE and make a level with puzzles and stuff, name it "first level" so that you could assure that It's the one
9- compile it and copy it's wlvs and stuff
10-paste it on Adventure1 replacing old wlvs, when you want to add more levels in the hub, add adventure star and change their data numbers to 2,3,4,etc., they must correspond with the adventure file's number.
11- download Jafo's tools and then take the master data of the adventure1
12- open the master file
13- go to your hub by the editor And check the X and Y position of the adventure star
14- take the position behind it, or choose wherever you want to, depending if you won or not, there are rules there anyway
15- save it replacing the old one and try it.

any mistakes?
LEVEL LIS1
All previous projects currently on hiatus OR cancelled
All previous projects currently on hiatus OR cancelled
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I will help you and anyone in troubleDark Drago wrote:Another solution!Hammer Bro wrote:Which you are talking? make it more specific to not confuesDark Drago wrote:Nope
Its really a good guide...![]()
It might just need text formatting
LACK OF SPECIFICITY...
I got it!
By the way, I was mentioning about ab47's post
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StinkerSquad01 wrote:I don't want this to fall into 2nd-page world.


Just in case you missed that, Emerald.Wonderman109 wrote:Emerald, for the dialog visual adjusters, RT could stand for ReverberaTe.
Also, I just noticed Dark Drago/Hammer Bro was replying to himself there and making it sound like the two were different people...

Not really around much these years.
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Yes, I guess
Oh and BTW you forgot to put TextureName and WaterReact (or whatever in common adjustments section in Chapter 6, Emerald.
A lot of people who are new to the editor need to know these (I'm not new to the editor and don't know what waterreact is....)

Oh and BTW you forgot to put TextureName and WaterReact (or whatever in common adjustments section in Chapter 6, Emerald.
A lot of people who are new to the editor need to know these (I'm not new to the editor and don't know what waterreact is....)
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WaterReact has no known use and TextureName was hacked to be available to us, so I think they are fine not being in the guide.
As for what WaterReact does, I remember seeing an old test video of early WA where MS put some things into water, and they sunk and moved about, so I wouldn't be surprised if he had added that variable to the editor things to do something like that, but decided to scrap it and ended up leaving the variable in there by mistake.
As for what WaterReact does, I remember seeing an old test video of early WA where MS put some things into water, and they sunk and moved about, so I wouldn't be surprised if he had added that variable to the editor things to do something like that, but decided to scrap it and ended up leaving the variable in there by mistake.
Yeah, I'm fairly sure this is all there is to it. In the video, objects sunk to different levels in the water and moved around in different patterns; if WaterReact is a remnant of this behavior it's likely still in the game because it's easier to simply dummy the code out instead of remove it altogether.StinkerSquad01 wrote:WaterReact has no known use and TextureName was hacked to be available to us, so I think they are fine not being in the guide.
As for what WaterReact does, I remember seeing an old test video of early WA where MS put some things into water, and they sunk and moved about, so I wouldn't be surprised if he had added that variable to the editor things to do something like that, but decided to scrap it and ended up leaving the variable in there by mistake.
Now I discovered that the barrel's WaterReact value is default set to 10
Hmmm..
Hmmm..
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