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Posted: Sun Dec 08, 2013 8:33 am
by Qloof234
Bump. Question time!
For MoFI/PoTZ, I know that Data0 controls the waterfall object's texture. What I'm wondering, which values are which? 0 is water, is 1 lava or acid?
EDIT: Never mind, went and checked - For anyone wondering, Data0 = 0 for water (of course), 1 for lava-falls, and 2 for acid-falls.
Other values probably either do nothing or crash.
Posted: Sun Mar 09, 2014 6:09 pm
by jdl
Some of these have probably already been said but I'd just like to see them added to the list, especially since the new editor is out:
CMD 6 - Set Lighting:
Same as before, however now you are able to set ambient light.
Found by Blast!10:
Blast!10 wrote:It seems that Datas in the range 256–511 change the ambient light. 256/256/256 turns off all ambient light (leaving only directional light); 511/511/511 brings it to the maximum. Default value is most likely 356/356/356.
CMD 12 - Music Modifier: Not sure what all the Datas do. I've read different things and can't seem to get a clear answer.
CMD 10 - Play Sound:
Data1: The number of the sound you want to play. You can
download this list made by Qloof.
CMD 41 and 42 - Copy/Paste:
You can create new objects in a level by copying an object that already exists. 41 copies an object with no effect while 42 copies with a Mothership beam.
Data 1: X co-ordinate of the object you want to copy.
Data 2: Y co-ordinate of the object you want to copy.
Data 3: X co-ordinate of the tile you want your object copied to.
Data 4: Y co-ordinate of the tile you want your object copied to.
CMD 13 - Weather Change:
Data1:
Copied from Qloof:
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...
Posted: Sun Mar 09, 2014 6:48 pm
by Emerald141
Posted: Sun Mar 09, 2014 7:44 pm
by llarson
I just tested the music:
Data 1: IDK I think it lowered the volume slightly but I'm not sure
Data 2: Didn't notice anything
Data 3: How Slow the music is
Data 4: Again, didn't notice anything
Please note that I tested all of these with the other values at 0 and the picked value at 20.
Posted: Sun Mar 09, 2014 7:57 pm
by Sammy_P
Data3 for CMD12 is tempo? Ahahaha.

Posted: Mon Mar 10, 2014 2:45 am
by Krishiv738
I found the CMD 12
Data1:volume(in percentage,default 50)
Data2:could be music changer(not sure)
Data3:tempo(default 60)
Data4:could be jumper(jump to a position of music,not sure)
Posted: Mon Mar 10, 2014 2:47 am
by Sammy_P
Krishiv738 wrote:I found the CMD 12
Data1:volume(in percentage,default 50)
Data2:could be music changer(not sure)
Data3:tempo(default 60)
Data4:could be jumper(jump to a position of music,not sure)
llarson earlier posted this stuff, just pointing that out
Posted: Mon Mar 10, 2014 11:41 am
by jdl
Okay I decided to test CMD 12 myself and here's what I've found from experimenting a little:
CMD12:
Data1: Volume. Default is 100.
Data2: Doesn't do anything as far as I can tell..
EDIT: Data3: Tempo. Default is 44.
Data4: Again, doesn't do anything as far as I can tell.
Posted: Thu Mar 13, 2014 6:44 pm
by jdl
I have discovered that command 11 also plays sounds like command 10.
However, Data2 does something.. Using values 9 and up seems to make the sounds not play, but 8 and below makes sounds play with different volumes. I think negative numbers work as well. I am guessing that it's the volume of a sound effect at how far away you are from it, but I'm not really sure.
I also did some more testing with CMD 12, and I was wrong. The default tempo is actually 44.
The tempo range is from 1 (being the slowest and lowest-pitched) to... um... I'm not sure what the maximum is but I wouldn't go over 1000 because the music starts to sound terrible at that point. 0 and below don't seem to change the music at all.
Posted: Thu Mar 13, 2014 6:49 pm
by Jutomi
Some of the music sounds horrifying at 10, as well.
Especially something like the "Retro"...
but, some sound good! I'd give an example, but I want to use some of these...

Posted: Thu Mar 13, 2014 8:28 pm
by StinkerSquad01
-50 resets the tempo (as 44 sounds a bit weirder in terms of quality) apparently.
Posted: Thu Mar 13, 2014 8:51 pm
by jdl
Any tempos below 1 don't seem to change anything for me. Like if I change the music tempo to 150 and then -50, it stays at 150.

Posted: Sat Mar 15, 2014 9:53 pm
by llarson
Probably not important (unless you have a BIG level) but I found that pressing shift speeds up your movements in the editor.
Posted: Sun Mar 16, 2014 12:10 am
by Wonderman109
*was already discovered, FYI
Posted: Wed Mar 19, 2014 3:01 pm
by jdl
Just thought I'd let you guys know how the arcade machines work. Qloof helped me out with this:
Each machine is maxed out at 3 adventures. If you use less than 3 adventures for an arcade machine, the player risks wasting a token.
Data0 is the ID for the first adventure to activate. Data0+1 for the second, and Data0+2 for the third. The way these IDs work is very specific in that it follows a pattern for each group of 3 IDs. The pattern starts at -1. Since the machine activates 3 objects, the next two IDs are 0 and 1. The next group of 3 will use IDs 2, 3, and 4, and so on for other groups. If you try to start a group at 4 and try to activate 5, the machine will tell you that you've already played "all 3 levels". This is because 4 is actually the last number in a correct group, and you're trying to use an incorrect group of ID numbers.
The arcade machine acts like command 1 when activating each adventure star, and could also be used to activate other things such as fireflowers, or closing an open gate. Objects that are activated by an arcade machine do not need to be next to the machine itself (even the stars).
Posted: Thu Mar 20, 2014 12:51 am
by jdl
Sorry for the DP, but Qloof has also helped me with the use of Shards in the WA3E.
Here is a list of the level numbers each shard goes to, and its coordinates. You are not able to change these as they are hard-coded into the game:
Red Shard: -70.wlv, (11, 15)
Orange Shard: -12.wlv, (17, 19)
Yellow Shard: -44.wlv, (34, 14)
Green Shard: -90.wlv, (16, 15)
Blue Shard: -64.wlv, (14, 12)
Indigo Shard: -21.wlv, (10, 16)
Purple Shard: -86.wlv, (11, 12)
You have to manually rename the hub level files to have a minus "-" sign in them. Keeping them positive, such as 12.wlv, will crash the player. All hub levels except the ones the shards lead to can be kept positive.
Command 114 makes the shards usable. Without activating this command, the shards do nothing but play a sound.
Also, there is a strange glitch if you rename 1.wlv to -1.wlv. Even though none of the shards goes to that level, I wanted to name it that when I was testing to see if WA3E could even handle negative numbers at all. The shards do not appear in the level even if they are active. I have no idea if it effects other objects, but I don't think it matters since there's absolutely no reason to rename 1.wlv to -1.wlv.. I just wanted to throw that out there.

Posted: Thu Mar 20, 2014 1:21 am
by StinkerSquad01
jdl wrote:Also, there is a strange glitch if you rename 1.wlv to -1.wlv. Even though none of the shards goes to that level, I wanted to name it that when I was testing to see if WA3E could even handle negative numbers at all. The shards do not appear in the level even if they are active. I have no idea if it effects other objects, but I don't think it matters since there's absolutely no reason to rename 1.wlv to -1.wlv.. I just wanted to throw that out there.

Maybe that's so when you went to the .wlv via shards, there couldn't be a shard there no matter what?
Posted: Wed Apr 23, 2014 5:22 am
by LittleZbot
This NEEDS to be updated for POTZ Editor. I still need to know what all the new commands do!
Posted: Thu Apr 24, 2014 12:31 am
by Emerald141
Posted: Thu Apr 24, 2014 2:20 am
by Jutomi
And I want to get TTC done.

Posted: Sat May 17, 2014 9:53 pm
by Qloof234
Wait, okay, I'm confused. 114 is supposed to both enable and disable Shard teleportation, right?
Trying it in WA1, WA3, and the WA3 Editor is having no effect at all. For what I'm trying to do, this is really problematic.
EDIT: I FOUND THE SOLUTION. While I don't know about any other .wlv numbers, I can tell you that being on level 94 is what disables the Shards. Using CMD7 to warp between 94 and another level disables and enables them, respectively.
EDIT2: The levels that trigger the "Shards inactive" message are 93, 94, and 95. That's it.
This, uh... This could be problematic.
Posted: Thu Jul 17, 2014 4:16 pm
by Wonderman109
Hey Emerald, can I help with getting the PotZ section of this guide finished?
Posted: Fri Jul 18, 2014 12:48 am
by Emerald141
Posted: Sat Jul 19, 2014 2:30 am
by Emerald141
Posted: Thu Mar 19, 2015 10:20 pm
by anklejbiter
How do I get the Bounce magic? I got it once and never figured out how...
And the pow? I Got that multiple times, but don't rmember how-It was sorta random.
Posted: Thu Mar 19, 2015 10:22 pm
by loofisawesome
Set magic to 0.
Posted: Thu Mar 19, 2015 10:33 pm
by garirry
Bounce Crimson magic only exists in WAE1, so if you really want to do an old-style adventure featuring Crimson, you need to hex-edit the magic gloves to allow colour 0 and 1, 1 being Pow. Maybe someone has done a gloves wop but I don't recall.
Posted: Wed May 27, 2015 8:45 pm
by jdl
Finally figured out command 11. It's like command 10 except the sound is coming from a certain tile. If you walk near this tile, the sound becomes louder, and if you walk away it becomes quieter!
Command: 11
Data 1: [sound number]
Data 2: X coordinate
Data 3: Y coordinate
Data 4: I'm pretty sure this does nothing, but who knows.
Psstt, Emerald, update the guide pls.
11 Found
Posted: Wed May 27, 2015 9:18 pm
by Jutomi
Excellent find, Jacob!

Posted: Thu May 28, 2015 11:33 am
by Hard-To-Destroy Reptile
jdl wrote:Finally figured out command 11. It's like command 10 except the sound is coming from a certain tile. If you walk near this tile, the sound becomes louder, and if you walk away it becomes quieter!
Command: 11
Data 1: [sound number]
Data 2: X coordinate
Data 3: Y coordinate
Data 4: I'm pretty sure this does nothing, but who knows.
Psstt, Emerald, update the guide pls.
So I'd presume the sound is being infinitely looped? :3