Plunder deleted the MOFI Hub Makerbround wrote:I've complete my WA:MOFI Hub Maker v001 and a Test Game. I attached it in Plunder:
MOFI Hub Maker v001
Test Game
The Ultimate WA Editor Hex-Editing Topic! Take A Look!
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My question - If that's what MovementType is, what is MovementTypeData?!Qloof234 wrote:BEST. CMD. EVER.
Updated the last few CMD's, add titles for the first few.Data4 Numbers + their effects wrote: --Scritter Movement Types--
30: Nothing moves (walk on same space as Scritter to make it move)
31: Acts like a Scritter (walking into chomper/spikeyball kills the player)
32: Scritter again (close proximity, same as default)
33: Scritter again (same as default?)
34: Scritter again (far proximity, 4 tiles)
--DragonTurtle/Spikeyball Movement Types--
41: Initial direction is South (Scritters act really oddly during this)
42: Initial direction is North (No idea what Scritters do here)
43: Initial direction is East (No idea what Scritters do here)
44: East again
45: South again
46: South again
47: Initial direction is West (Scritters act normal here)
48: West again (Yet I have no idea what Scritters do here)
--??? Movement Types--
71: Bounces off wall, initial direction is North (???)
72: Bounces off wall, initial direction is North-East (???)
73: Bounces off wall, initial direction is East (???)
74: Bounces off wall, initial direction is South-East (???)
75: Bounces off wall, initial direction is South (???)
76: Bounces off wall, initial direction is South-West (???)
77: Bounces off wall, initial direction is West (???)
78: Bounces off wall, initial direction is North-West (???)
And with that, it's time to experiment with the undocumented values...

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How do you use this command? Can someone explain it in detail? Please?DEEMAN223344 wrote:My question - If that's what MovementType is, what is MovementTypeData?!Qloof234 wrote:BEST. CMD. EVER.
Updated the last few CMD's, add titles for the first few.Data4 Numbers + their effects wrote: --Scritter Movement Types--
30: Nothing moves (walk on same space as Scritter to make it move)
31: Acts like a Scritter (walking into chomper/spikeyball kills the player)
32: Scritter again (close proximity, same as default)
33: Scritter again (same as default?)
34: Scritter again (far proximity, 4 tiles)
--DragonTurtle/Spikeyball Movement Types--
41: Initial direction is South (Scritters act really oddly during this)
42: Initial direction is North (No idea what Scritters do here)
43: Initial direction is East (No idea what Scritters do here)
44: East again
45: South again
46: South again
47: Initial direction is West (Scritters act normal here)
48: West again (Yet I have no idea what Scritters do here)
--??? Movement Types--
71: Bounces off wall, initial direction is North (???)
72: Bounces off wall, initial direction is North-East (???)
73: Bounces off wall, initial direction is East (???)
74: Bounces off wall, initial direction is South-East (???)
75: Bounces off wall, initial direction is South (???)
76: Bounces off wall, initial direction is South-West (???)
77: Bounces off wall, initial direction is West (???)
78: Bounces off wall, initial direction is North-West (???)
And with that, it's time to experiment with the undocumented values...
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Thank You! But what about the effects? If you give data4 to scritter to act like spikey, will it harm you?DEEMAN223344 wrote:It's clearly simple.
Give a monster (eg. chomper) an ID (eg, 9001).
You would then set the data1 of the button to the ID (eg. set the data1 to 9001).
Let's say you wanted it to act like a scritter. Set Data4 to 32.
Now set CMD to 51, and place the button. (and the monster too!)
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That shouldn't happen. MOFI is fully compatible with editor levels, but not visa versa IIRCjozsefkoma wrote:I we make an adventure in current editor we can play it in MOI or MOFI Demo.But it don't work completely.![]()
The format of adv are different.
For example I made a level with mofi objects and I tested it but a wall transformed in a floor.In editor is all ok.
I don't used converter.
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Isn't full compatible!DEEMAN223344 wrote:That shouldn't happen. MOFI is fully compatible with editor levels, but not visa versa IIRCjozsefkoma wrote:I we make an adventure in current editor we can play it in MOI or MOFI Demo.But it don't work completely.![]()
The format of adv are different.
For example I made a level with mofi objects and I tested it but a wall transformed in a floor.In editor is all ok.
I don't used converter.
If is full compatible why we can't open MOFI levels in editor?

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I had an idea, how about with the section 'Hub' you put a subsection called 'Hex-Editing'.Emerald141 wrote:bumpish
Well, I've decided that it's high time we actually get a full guide for the Editor. Having said that, I've taken it upon myself to write such a guide.
I estimate A Complete Guide to the WA Editor to be ready in a couple of weeks if all goes well. So far, here's the basic layout I've decided on:
I. Getting Started
.....i. Introduction
.....ii. Disclaimer
.....iii. Download Link
II. The WA Player
.....i. Creating Your Stinker
.....ii. Downloading and Uploading Adventures
.....iii. Playing Adventures
.....iv. Archiving and Deleting Adventures
.....v. Player Options
III. The Main Editor Screen
.....i. Creating Your Username
.....ii. Creating/Archiving Adventures
.....iii. Transferring Adventures from the Player
.....iv. Title and Description
.....v. Adventure Goal
.....vi. Custom Icons
.....vii. Three Ways to Exit
IV. Creating a Level
V. Dialogs
VI. Making it All Come Together
VII. Hub Making
VIII. Glitches
Any ideas on how I could improve on that (besides adding subcategories to the last five sections?)
Just a suggestion, sorry if I went too far.

If you bothered to copy and paste this signature, or zoom in, to make it possible to read, then I wasted 5-10 seconds of your life.
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I discovered why is happens with my adv.jozsefkoma wrote:Something strange happens.![]()
I made a level with Wysp and I played it in MOFI.
But where wysp do a step the floor transformed in a wall or water, I don't know.
Why?
I really need that adv.
The wysp's dialog was 0 and that somehow turned into a bug.
I set dialog 2 and now is ok.

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