The Ultimate WA Editor Hex-Editing Topic! Take A Look!
- DEEMAN223344
- Rainbow MegaStar
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- Joined: Tue Dec 04, 2007 8:07 pm
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
Re: I kinda got an IceFlower......
You could try that with a thart to get ice trolls!cbloopy wrote:I might've been a little too dismissive of this. Earlier today it occurred to me that the IceFlower is not really a completely new thing. In fact it was mentioned before with red magic, that MS had the idea of FireFlowers that shoot other stuff, just that they abandoned it for the actual game. But red magic is still available in the editor, so why not red-magic-shooting FireFlowers? Or other magic-shooting FireFlowers?cbloopy wrote:Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming)
So with that thought in mind, I put on my hacker hat and see what I can come up with. This is what I currently ended up with.
Unzip NewFlowers.zip, copying the files into C:\WA Editor v096\Data\Editor\ObjectPresets\Monsters. You'll get an "IceFlower" and a "MissileFlower" in the editor. They are actually both just FireFlower but with a new "Data1" option available for you to tweak.
Now download my "Flower Test" adventure and try it out (note: you can try out the adventure w/o the WOP files, because the level files actually contain copies of what's in a WOP file, for each object in the level. This is how I extracted the Ice Flower object template from a MOFI level).
First thing you notice is that they all look like your regular FireFlower. I don't think there's a way to make the game pick a different texture. Sorry. The MissileFlower shoots red magic. The Ice Flower shoots Brr magic but annoyingly, it doesn't work on you, only other things like monsters and NPCs for example. I don't know why.
Other positive values of Data1 will change what the fireball looks like (you'd notice a pattern between the Data1 value and the NPC Exclamation particle chart here). But they all act like regular fireballs. Negative values of Data1 will give you the other spells (so if 1 is red, 0 is orange, then -1 is yellow etc., which is why the "IceFlower" has -3), most of which have no effect on anything. Values from -7 or lower seem to be all the same, you'll get a sort of "rainbow shoot".
My work shows that the IceFlower in MOFI actually uses FireFlower with Data1 = 1, which is the MissileFlower in the editor. So I think the MOFI game handles the FireFlower settings differently than the editor, making it unlikely for us to get the true IceFlower magic in the editor.
- jdl
- Rainbow SuperStar
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I think I know a monster that might work! The cannon. It works just like a FireFlower right? Also, does the WOP files contain information of where to load the wdf files from? Example, FireFlower.wop would load its info from Models>FireFlower. Is that true? If it is, then that would be our main problem here. We would have to name the folder the exact same thing as it should be.
Cannons do work like FireFlowers, but unanimated.jdl wrote:I think I know a monster that might work! The cannon. It works just like a FireFlower right? Also, does the WOP files contain information of where to load the wdf files from? Example, FireFlower.wop would load its info from Models>FireFlower. Is that true? If it is, then that would be our main problem here. We would have to name the folder the exact same thing as it should be.
I think .wop files do contain texture info... Not sure as of yet.
Oh yeah, BTW:

FireFlower graphics file.
I'm going to try something with this shortly, and if it works I'll upload a picture.
We all remember when Patrick said that Custom Models were a far-off possibility for the WA Editor, right?
Well, with cbloopy on our side, I think we're closer than ever to getting them.

- jdl
- Rainbow SuperStar
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Yeah, I know what you mean.Qloof234 wrote:Ohhhhhhhhhhh...
Well, I don't know if they'd work, but I would LOVE it if they did.
---IDEA ALERT---
What if someone edited the graphics file for the WA teleporters and made it as the old style teleporters? That would be extremely hard but it might work.

That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.
What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck.
Now here's a request:

My own recolored FireFlower texture.
Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.
Thanks!
What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck.

Now here's a request:

My own recolored FireFlower texture.
Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.
Thanks!
Re: Woohooo!
I know how to do it but if we do do it like this then the normal fireflower will be an iceflower.JohnEmmanuel143 wrote:Now what to do is to change ice flower texture!!!!
cploofy, do you think you could make like a style so you can choose beween fire and ice texture if we have the picture files???
Qloof234 wrote:That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.
What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck.![]()
Now here's a request:
My own recolored FireFlower texture.
here is the fireflower texture from the mofi game.
Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.
Thanks!
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No sorry, I don't think that would work. The only reason this FireFlower thing works is because it was always in the game (since Midnight Synergy originally thought of having MissileFlowers during development of WA1), just that they never used it but they didn't take it out of the game's programming either. That Data1 affects the FireFlower is specific to the FireFlower and will not work for other objects. In fact Thwarts already used Data1 for something else (the colour I think, I don't remember).jdl wrote:Or Homing Missile Thwarts.All we need is that Data1 feature like the flowers!
Wait, so data 1 is like a command? What would happen if you use a GCB and put 1 as Data1 and do not enter a command or anymore Data numbers? Will that shoot the homing missile?
I could try fiddling around with other object settings and see if there's anything that could coax a Thwart into firing something else, but I don't expect to succeed.
Clifford wrote:Qloof234 wrote:That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.
What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck.![]()
Now here's a request:
My own recolored FireFlower texture.
here is the fireflower texture from the mofi game.
Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.
Thanks!


Did you unzip it?Qloof234 wrote:Clifford wrote:Qloof234 wrote:That would be awesome, but I think we might have to achieve Custom Models first - the teleporters from WA are just a cylinder, with no bottom or top.
What we would do for a classic one would be assigning a texture to the bottom and a clear one to the top - But since there's no bottom part, no luck.![]()
Now here's a request:
My own recolored FireFlower texture.
here is the fireflower texture from the mofi game.
Now, does anyone think they could possibly rename it to a .wdf file and send it this way? I'm going to try and see if the game will load it.
Thanks!