Editor v.3.00 - What's New?

Help Topics, Bug Reports, Feature Requests, etc.
Emerald141
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Post by Emerald141 » Fri Apr 04, 2014 8:29 pm

Last edited by Emerald141 on Fri Sep 02, 2022 11:14 pm, edited 1 time in total.
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Qloof234
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Post by Qloof234 » Fri Apr 04, 2014 8:38 pm

Personally, the only issues I've had with crashing are with the player object, unsurprisingly (though saying that I didn't experiment with much over 48). What I find kind of odd is that the player works fine with some of the "empty" movement types - which all seem to work with Scritters, they just don't move - but some of them crash the game.

Interestingly, instead of the standard MAV, it crashed with Array Index Out of Bounds.
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Apr 21, 2014 1:01 am

I decided to construct a complete list of CMD10 sounds. :)

0: Star collected.
1: TollGate opening (slow "cha-ching").
10: Spring bounce.
11: Gem collected (pitch change included).
12: Token collected (fast "cha-ching").
13: Rainbow Crystal tone.
14: Wakka.
15: Monster killed.
16: Electric zap. [unused]
20: Sliding across ice.
21: Normal button pressed.
22: Rotator button pressed.
23: Timer button pressed.
24: Color changer button pressed.
28: Ghost ambiance.
29: Wraith becoming visible.
30: Fire trap begin.
31: Fire trap loop.
32: Cage fall.
33: Bridge raising out of water.
34: Bridge sinking back into water.
35: Mecha bridge sinking.
36: Mecha bridge raising.
37: Wooden door open (Dungeon Door).
38: Metal door open (AutoDoor).
39: Metal door close (AutoDoor).
40: Transporter loop.
41: Transporter stop.
42: Teleporter used.
43: Suction tube used 2.
44: Suction tube used 1.
45: Player character hitting obstacle after being airborne: "oof!"
50: Wee Stinker dialogue: "Hi there!"
51: Wee Stinker dialogue: "Hi!"
52: Wee Stinker dialogue: "Morning!"(?)
53: Wee Stinker dialogue: "Hello!"
54: Wee Stinker dialogue: "Yoo-hoo!"
55: Wee Stinker dialogue: "Yeah?"
56: Wee Stinker dialogue: "Hmm?"
57: Wee Stinker dialogue: "What?"
58: Wee Stinker dialogue: "Uh-huh?"
59: Wee Stinker snoring.
60: Wee Stinker dialogue: "Okay!"
61: Wee Stinker dialogue: "Sounds good!"
62: Wee Stinker dialogue: "Okee-dokee!"
63: Wee Stinker dialogue: "Here I go!"
64: Wee Stinker dialogue: "Yee!"(?)
65: Wee Stinker death.
66: Wee Stinker dialogue: "Oh no!"
67: Stinker drowning.
68: Wee Stinker dialogue: "I'm bored. When are we gonna do something around here?" [unused]
69: Wee Stinker dialogue: "I'm tired."
70: Wee Stinker dialogue: "Woo!"
71: Wee Stinker dialogue: "Thank you!"
72: Wee Stinker dialogue: "Bye-bye!"
73: Wee Stinker dialogue: "Yay!"
74: Baby Boomer dialogue: "Kaboom?"
75: Baby Boomer dialogue: "Kaboom."
76: Baby Boomer dialogue: "Kaboom."
77: Baby Boomer explosion preparation: "Ka..."
78: Baby Boomer exploding: "Kaboom!"
79: Baby Boomer dialogue: "Kaboom!" (frightened)
80: Magic collected.
81: Blinked.
82: Spellball created.
83: Brr slab created.
84: Ice cube destroyed.
85: Stinker frozen: "Whoa!"
86: Chomper frozen: "Nyak?"
87: Thwart frozen.
88: Spellball bouncing off ice wall.
90: Teleporter activated.
91: Teleporter deactivated.
92: Growflower created.
93: Floing bubble deployed.
95: Mothership loop.
96: Mothership destroyed.
97: Lurker chomp.
98: Moobot moving.
99: Moobot hitting obstacle.
100: Scritter moving.
101: Chomper moving: "Nyak."
102: Fireflower activated.
103: Fireflower shooting spellball.
104: Fireflower damaged.
105: Fireflower killed.
106: Thwart footstep.
107: Thwart collecting item.
108: Turtle entering water.
109: Spikeyball loop.
110: Cuboid destroyed.
111: Tentacle raise.
112: Tentacle retract.
113: Ice Troll grunt.
114: Ice Troll frozen.
115: Crab moving.
116: Crab awakening.
117: Crab getting hit by Pow.
118: Coily bounce.
119: Mecha Chomper moving.
120: Waterfall loop 1.
121: Duck quack.
122: Earthquake.
123: Void loop.
124: Water droplet.
125: Waterfall loop 2.
126: Ocean 1.
127: Ocean 2.
128: Seagulls 1.
129: Seagulls 2.
130: Menu item selected.
131: Dialogue box opened.
132: Dialogue box closed.
133: "Load game."
134: "Save game."
135: "Are you sure?"
136: Response selected in dialogue box.
137: "Please wait. We're loading your game."
138: Deep wind? [unused]
139: Harp. [unused]
140: Z-Bot dialogue: "Eliminate!"
141: Z-Bot dialogue: "I am a Z-Bot."
142: Z-Bot dialogue: "We are the Z-Bots."
143: Z-Bot dialogue: "Intruder alert."
144: Z-Bot dialogue: "I am error.
145: Z-Bot dialogue: "Does not compute."
146: Z-Bot dialogue: "End of line." [unused]
147: Z-Bot dialogue: "Chicken! Fight like a Z-Bot."
148: Z-Bot dialogue: "All your base are belong to us."
149: Z-Bot dialogue: "Resistance is futile."
150: Stinker death: "Aaaah!"
151: Stinker death: "Ow!"
152: Stinker drowning (duplicate of 67).
153: "Uh-oh, it's getting hot."
154: "Ow, hot hot hot hot hot!"
155: Thunder 1.
156: Thunder 2.
157: Thunder 3.
158: Z-Bot dialogue: "Stinker eliminated."
159: Z-Bot dialogue: "Eliminate the Stinkers."
160: Player dead: "Aww!"
161: Player dead: "Hm. I guess that was too hard."
162: Player dead: "Uh-oh! That didn't go so well."
163: Player dead: "Whoopsedee! Gonna have to try that again."
164: Adventure start: "Woohoo! Here we go!"
165: Adventure start: "Geeeeeeet ready!"
166: Adventure start: "Alrighty! Here we go!"
167: Adventure start: "Are you ready?"
168: Adventure start: "3, 2, 1, go!"
169: Stinker dialogue: "Yooloo!"(?)
170: Stinker on ice: "Woohoo!"
171: Stinker on ice: "Woo!"
172: Stinker on ice: "Hehehehe!"
173: CustomItem collected.
174: CustomItem collected (duplicate of 173).
175: Key doesn't fit in gate: "Aww."
176: Use Spy-Eye: "Aha!"
177: Stinker dialogue: "Hello. Nice to see you."
180: Stinker on ice: "Yoof!"
181: Stinker on ice: "Woo!"
182: Stinker on ice: "Woo!"
187: Stinker dialogue: "Hi, whatcha doin' there?"
188: Stinker dialogue: "Hi, it's nice to see you."
189: Stinker dialogue: "Hi, habardy, howyoudoodah?"(?)
190: Stinker dialogue: "Hello!"
191: Stinker dialogue: "Hi, how are ya?"
192: Stinker dialogue: "Yooloo!"(?) (duplicate of 169)
193: Stinker dialogue: "Hello, nice to see you."
194: Stinker dialogue: "Hello!" (feminine)
195: Stinker dialogue: "What's cooking, good-looking?"
196: Stinker dialogue: "Hello."
197: Stinker dialogue: "Yup."
198: Stinker dialogue: "Whatcha doing?"
199: Stinker dialogue: "Nice to see you!"
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Wonderman109
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Post by Wonderman109 » Mon Apr 21, 2014 1:13 am

'End of line' is used for Master Class Z-Bots and Zapbots being frozen, like 'Chicken! I am a Z-Bot!' (but that second one's only from MCs.)

Thanks for the updated list!
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Jutomi
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Post by Jutomi » Mon Apr 21, 2014 2:07 am

I am not sure, but I always thought that the fancy 'yarblebarble' on 189 was "H(o)i, how are the? Are the good(a)?
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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Wonderman109
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Post by Wonderman109 » Mon Apr 21, 2014 2:09 am

Would be a reply for a gum-chewing parent after you rescue their wee stinkers. :lol:
Last edited by Wonderman109 on Fri May 02, 2014 8:41 pm, edited 1 time in total.
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Qloof234
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Post by Qloof234 » Fri May 02, 2014 3:07 pm

I'm not sure if this is new, as I haven't tried it in the old Editor (inb4everyonelaughsatme), but you can shift-click to adjust a tile's water level quickly.

Like the light adjuster, it moves very quickly, but it's still quite useful.
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Jutomi
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Post by Jutomi » Fri May 02, 2014 3:31 pm

Yaha, I noticed that. :mrgreen:

It's very handy for making deep pits to which you want nothing to do with water, whichever editor it came out in.
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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Qloof234
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Post by Qloof234 » Fri May 02, 2014 3:35 pm

Heh, I've been pretty much doing the reverse with it.
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LittleZbot
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Post by LittleZbot » Fri May 02, 2014 3:41 pm

Is that for Hidden Realms? It looks awesome!

Um, by the way, how do you use CMD 10?
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 lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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Qloof234
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Post by Qloof234 » Fri May 02, 2014 3:45 pm

For CMD10, Data1 is the ID number of the sound to play. There's a list on the first post here.

And yes, that screenshot is from Hidden Realms. :P
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samuelthx
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Data9 of Z-Bots

Post by samuelthx » Thu May 29, 2014 12:04 pm

Seeing that no-one else has posted their research regarding Data9 of Z-Bots, I guess I'll do so here.

The Data4 of a UFO controls whether it sticks to a certain floor style or not. When Data4 is 1, the UFO will stick to its path. Data9 does this for WeeBots, UFOs and ZapBots, albeit with a catch.

Based on preliminary research, Z-Bots with Data9: -1 stick to the floor style they are currently on. UFOs are the exception here, most probably because the default 0 of Data4 overrides this.

Now here's the catch--Z-Bots with Data9 set to 0 and above. A Z-Bot with Data9: 1 will only move on Floor Style 2. If this Z-Bot is on any other floor style, this Z-Bot remains stationary. Likewise, a Z-Bot with Data9: 2 will only move on Floor Style 3. If this Z-Bot is on any other floor style, it remains stationary.

Beyond Data9: 2, the Z-Bot is stationary on any floor style.

Data9 as 0 is the weirdest of them all, and I'm most uncertain about this. The Z-Bot tries to stick to Floor Style 1. When placed on another Floor Style, it is capable of moving to an adjacent Floor Style 1 if it is present. Otherwise the Z-Bot remains motionless on a Floor Style that is not 1.

This research is preliminary, so if anyone else would like to add on to it, you are more than welcome to do so. Coupled with Flash magic, Data9 might prove itself useful.
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Jutomi
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Post by Jutomi » Thu May 29, 2014 1:29 pm

I actually do have a level with flashing z-bots; I'm just saving it for my hub. :lol:

This is really fascinating! :D

Though, with the move-to-adjacent-tile thing...

My wee-bots did that with the -1 logic, too. :|
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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samuelthx
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Post by samuelthx » Thu May 29, 2014 2:54 pm

Jutomi wrote:Though, with the move-to-adjacent-tile thing...

My wee-bots did that with the -1 logic, too. :|
EDIT: AHA! I get it now!
For a Z-Bot that has a Data9 value of -1, the floor style it follows is the one which it is on. This rule is set the moment the game begins.
Say we have 2 Z-Bots with Data9 as -1, the first being placed on Floor Style 1, the second, on Style 2. The first Z-Bot would strictly move on Floor Style 1, and the second, on Floor Style 2. If these Z-Bots are flashed onto another floor style, they would be stationary. However, if, for example, the first Z-Bot is flashed onto Floor Style 2, and there is an adjacent Floor Style 1, the Z-Bot would be able to move back to the Floor Style 1 tile.

Also, ALL Z-Bots can move back to their tiles if they are flashed onto a different styled tile which is adjacent to the original floor style tile. (akin to how turtles behave when stranded on lava)
Wow, Z-Bots' Data9 sure is weird! :shock:
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Jutomi
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Post by Jutomi » Thu May 29, 2014 6:29 pm

What happens if one has -2 logic..? :?
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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samuelthx
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Post by samuelthx » Fri May 30, 2014 1:45 am

Jutomi wrote:What happens if one has -2 logic..? :?
It remains stationary on any Floor Style. :)
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Jutomi
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Post by Jutomi » Fri May 30, 2014 3:22 pm

That could actually be incredibly helpful...
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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Qloof234
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Post by Qloof234 » Mon Jul 07, 2014 8:30 am

This isn't something "new" to Editor v3.00, and I'm not sure if this is actually going to end up going anywhere, but I may have figured out the mechanism behind a certain Star Gate in WA1...

I can't remember who it was now, but as someone pointed out a long while ago, the Toll Gate to enter the Foggy Mountains in WA1 is different from the others in the game, in that the amount of stars you need adjusts itself based on how many stars you have upon entering the room it's in. The total stars needed is always 6 stars more than however many you have upon entry - If you have 12 stars (somehow), it'll need 18; if you have 26 stars, it'll need 32, and so on.

With a bit of detective work (also, thanks to MNIK for PowerWop, 'cause that makes this kind of stuff quite a bit easier!), I think I've figured out how the game handles it - The Cost value for the mystery toll gate is -6.

I've yet to test this, but my guess is that negative values set the cost to Your current star count + X (where X is positive).

The thing is that the in-Editor object can't be adjusted below 0 manually - You'd have to do it in PowerWop or similar. Either way, looking into it. Will report back with results later.

EDIT:

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oh

EDIT 2: Okay, so the downsides: For whatever reason, having the Data0 (Cost) value visible in-Editor when it's negative causes the Editor to crash. This thing also doesn't work for Coin gates, as far as I can tell, and I'm not sure if it works in adventures.

Having said that, in a hub, a star gate using negative cost values will cost that many stars more than however many you have when you first enter the room.

The biggest problem here is the Editor crashing. I'm not sure why it's doing that, actually - Extracting the gate from the WA1 level directly and using PowerWop to enable adjusters showed up just fine in the Editor, albeit unable to be placed. I'm not sure why the Editor dislikes WA1 .wop's, even with adjusters added, but yeah.

If you can actually be bothered to use this in a project, then well done, because I certainly can't. :P :lol:
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Pawelec
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Post by Pawelec » Mon Jul 07, 2014 9:48 am

A solution to make your discovery usable in the Editor is to use CMD4. There are two ways to do that, both involving one GC button. First, you need to enable ID adjuster in Toll Gate.wop (preferably with PowerWOP).

Type modyfying (safer):
Create a copy of Toll Gate.wop and open it in PowerWOP. Enable the Type adjuster and set the default to 0. With such setting, Data0 can be set to negative numbers in the Editor without crashing. In the .wlv, use CMD4 to change the Type of the Toll Gate back to 11. It is a safe method, because the cost is always calculated as it should be, that is with correct Data0 value right from the beginning.

Data0 modifying (simpler):
In a .wlv, use CMD4 to change the Toll Gate's Data0 to negative number. There's some risk involved, as the engine may calculate the number of stars needed before you adjust the cost with CMD4. This way is not recommended.

This may be useful in some hubs. Wasn't tested with Coin Gates.
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