Namakemono
Member
(NOTE: THIS IS A COPY AND PASTE OF AN OLD THREAD I MADE ON ANOTHER FORUM. SOME LINKS MAY BE DEAD, BUT THE GUIDE ITSELF IS STILL RELEVANT. CONTRIBUTION WILL BE MORE THAN WELCOMED.)
This is a qedit guide for those who find it frustrating, having to play a guessing game to figure out what labels do what, due to them being unlabeled or just simply labeled incorrectly. It will also including other confusing or unexplained things if need be. So far, I only typed out what japanaman2 and I know, so expect this list to be updated at sporadic times. If you find something yourself, it will be added to the list. We appreciate any support to fully develop this list.
I have currently only made Episode 1 quests. I'm sort of new to qedit and I tend to dabble in it every now and then, but I do intend to make quests for every stage in every episode eventually. Not sure how long that will be, but I plan to find every kink and bug of possible.
Added these for ease of making Forest quests. It is not as necessary for other places due to its simpler, labyrinth design, but IDs can be hard to place in order to make objects usable and enemies targetable. Click Room ID placement to help get your objects/monsters where you want, exactly.
Edit: Replaced old links with a fix that includes forest doors. How forest doors work is explained in its appropriate section
Forest IDs and Door Fixes
Edit: Central Control Area is a bitch as well. Mirror
EPISODE I
EPISODE II
EPISODE IV
This is a qedit guide for those who find it frustrating, having to play a guessing game to figure out what labels do what, due to them being unlabeled or just simply labeled incorrectly. It will also including other confusing or unexplained things if need be. So far, I only typed out what japanaman2 and I know, so expect this list to be updated at sporadic times. If you find something yourself, it will be added to the list. We appreciate any support to fully develop this list.
Added these for ease of making Forest quests. It is not as necessary for other places due to its simpler, labyrinth design, but IDs can be hard to place in order to make objects usable and enemies targetable. Click Room ID placement to help get your objects/monsters where you want, exactly.
Edit: Replaced old links with a fix that includes forest doors. How forest doors work is explained in its appropriate section
Forest IDs and Door Fixes
Edit: Central Control Area is a bitch as well. Mirror
EPISODE I
FOREST
ENEMY
51 - Stage NPC
Makes a monster NPC on the stage. All stage NPCs work similar to Pioneer 2 NPCs.
Use: Place a normal monster then change it's skin ID to 51. Click OK, then re-edit its data to get new labels. Change subtype to get a different model.
Forest 1 Subtypes: 0= Forest Box
1= Booma
2= Gigobooma
3= Gobooma
4= Rag Rappy
5= Al Rappy
6= Mothmant
7= Monest
8= Barbarous Wolf
9= Savage Wolf
10= Chao
11= Crashed Probe
12= Crashed Probe on side
Forest 2 Subtypes: 0-10= Same as Forest 1
11= Mini Hildebear
12= Hildebear
13= Hildeblue
14= Crashed Probe
15= Crashed Probe on side
64 - Hildebear
Label 1 when set to 1 allows the Hildebear to spawn by falling in. When kept on 0, it will appear out of thin air.
OBJECT
2 - Teleporter
No Disp Number should be set to 1 for a Red warp (as well for caves and mines)
3 - Warp
Regarding Warp Destinations, the X and Z co-ordinates are off by 10. This means if you want to warp to the point 100X, 100Z, place 110X and 110Z in the Warp Destination parameters.
For rotations in general:
0 - 0 degree turn
8192 - 45 degree turn to the left
16384 - 90 degree turn to the left
24576 - 135 degree turn to the left
32768 - 180 degree turn
Use negatives for the right.
For warp destinations, you always face south. 3D View is off and doesn't have its rotation co-ordinations default to south, so don't use those.
Use: 16384 for East, -16384 for West and 32768 for North (or whatever number you need for whatever direction).
10 - Elemental Trap
Radius: How close you need to be for the trap to activate.
Trap Link: -1 for your default trap that explodes in place, 0 for a trap that hovers over the player's head, 1 and all other positive numbers to trigger other traps with the same Trap Link value to explode.
Damage: Damage dealt.
Subtype: 0 = Damage
2 = Freeze
3 = Shock
Delay: How long in frames it will take for the trap to explode.
11 - Status Trap
Same as Elemental Trap, but cannot damage players.
Subtype:
16 = Paralysis
17 = Slow
18 = Confuse
12 - Heal Trap
Same as Elemental Trap, but heals HP.
13 - Large Elemental Trap
Same as Elemental Trap.
18 - Script Collision
Label 3 is the function you want it to activate (applies to all stages)
24 - Fog Collision SW
Start off: Set to 0 if you want the fog on by default. Set to 1 if you want it triggered by an event or switch.
Label 3 is the type of fog you want. 17 is for dark rooms. (other numbers are currently unidentified at the moment)
Function is actually the Switch ID.
25 - Boss Teleporter
Label 5 is the Switch ID. Set to -1 to have always unlocked. (same for ruins 3 boss teleporter)
128 - Forest Door
To change the door's color/symbol, you must use a hextodec converter and translate 2 byte values. The "Door ID" label is where everything is done. 0000 Red is the first byte, used for placing the color-coded symbol. Blue is the second byte used just as any other ID label. Put this into the converter and get your decimal value.
Red Byte
00 = Red Door w/ negative sign.
01 = White Door w/ one dot
02 = w/ two dots.
03 = w/ three dots.
04 = w/ lowercase i.
05 = w/ long vertical line.
06 = w/ exclamation point.
07 = w/ long vertical line & two dots on left side.
08 = w/ long vertical line & three dots on right side.
09 = w/ lowercase i & long vertical line.
141 - Rico Message Pod
Label 4 is Door ID (-1 to be on by default.)
Label 5 and label 6 = function number to call from the script. Make sure label 5 and label 6 are the same!
146 - Fixed Type Box
Between Full Random, Random Item, and Fixed Item, only one of these values must be set to 1 while the others are set to 0. Depending on what you set, Item Parameter will do different things. For Full Random, Item Parameter does not do anything, as the drop result will be completely random and dependent on the area you are in. Random on the other hand is random within a limited ranged depending on what you set the Item Parameter is. See below:
0 = Weapons
16777216 = Armor
33554432 = MAGs
50331648 = Consumables
67108864 = Meseta
If Random Item is set to 1 and your Item Parameter is corresponding to one of the above, you will get a random item within that category.
For Fixed Item, its value must be set to 1 while Full Random and Random Item must be set to 0. For a random untekked weapon or SPECIAL WEAPON, both Random Item and Fixed Item must be set to 1. The Item Parameter you set is the hex value for certain items or weapons. For example, a Power Material is written as 030B0000. Using the programmer's calculator on Windows or an online tool can help you translate hex to decimal which will come out to 51052544 which you will set as your Item Parameter. Only certain item types can be written down in the Item Parameter, otherwise the box will drop nothing.
Note: Additionally, programs such as item maker are strangely inaccurate when creating certain items. For example, a Blade is 00030200, but instead that will make a Glaive appear which is 00040200. Each bit classifies an item from left to right. for Blade, 00 is Item Category, 03 is Item Type, and 02 is Item Tier. In this scenario, the Item Type (Dagger series) is off by 1 point higher than what it should be. Decrease this byte by 1 while still in hex, then translate to decimal to get the appropriate decimal value to place into your Item Parameter. This may not be the case for all items, however.
CAVE
ENEMY
51 - Stage NPC
Cave 1 Subtypes: 0= Caves Box
1= Nano Dragon
2= Pan Arms
3= Hidoom
4= Migium
5= Pal Shark
6= Guil Shark
7= Evil Shark
8= Grass Assassin
9= Mini Grass Assassin
10= Poison Lily
Cave 2 Subtypes: 0= Caves Box
1= Nano Dragon
2= Slime
3= Rare Slime
4= Pal Shark
5= Guil Shark
6= Evil Shark
7= Grass Assassin
8= Mini Grass Assassin
9= Poison Lily
Cave 3 Subtypes: 0= Caves Box
1= Nano Dragon
2= Pan Arms
3= Hidoom
4= Migium
5= Slime
6= Rare Slime
7= Pal shark
8= Guil Shark
9= Evil Shark
10= Grass Assassin
11= Mini Grassassin
12= Poison Lily
OBJECT
35 - Targetable Object
Label 3 is Switch ID
Label 4 is HP
192 - Floor Panel 1
Works pretty much like Ruins' Floor Panel 4.
Stay Active: Set to -1 for the switch to deactivate upon stepping off.
195 - Caves Smashing Pillar
Label 3: ???? Unknown. Setting it to 90 seems to alter the damage or something
Label 4 is Switch ID.
Label 6 determines how the pillar works. Keeping it at 0 makes it work automatically, smashing nonstop. Setting it to 1 makes it inactive by default while stepping on a panel causes it to start smashing. Setting it to 2 works almost the same, except the pillar will not smash down until the panel is stepped off.
222 - Floor Panel 2
The one you shouldn't use. Doesn't work for whatever reason.
224 - Destructable Rock
Label 4 is Switch ID that matches the Switch ID on the Targetable Object.
MINE
ENEMY
51 - Stage NPC
Mine 1 Subtypes: 0= Mines Box
1= Canadine
2= Canane
3= Gillchic
4= Dubchic
5= Garanz
6= Garanz Broke
7= Sinow Blue
8= Sinow Gold
Mine 2 Subtypes: 0-8= Same as Mine 1
9= Little Flying Robot
130 - Sinow Blue/Gold
To have them spawn from the ceiling, you need a Y position of 65-80, depending on how high the ceiling is.
OBJECT
359 - Popup Traps (techs)
HP: How many hits it takes to destroy the trap.
Action: Literally Switch ID.
Tech: 0 = Foie
1 = Gizonde
2 = Gibarta
3 = Megid
4 = Gifoie
RUIN
ENEMY
51 - Stage NPC
Ruin 1 Subtypes: 0= Bulclaw
1= Claw
2= Dark Belra
3= Del Saber
4= Sol Dimenian
5= La Dimenian
6= Dimenian
7= Chaos Sorcerer
8= Pillar Trap
9= Poison Blob
Ruin 2 Subtypes: 0= Chaos Bringer
1= Delsaber
2= So Dimenian
3= La Dimenian
4= Dimenian
5= Pillar Trap
6= Poison Blob
Ruin 3 Subtypes: 0= Dark Belra
1= Chaos Bringer
2= So Dimenian
3= La Dimenian
4= Dimenian
5= Chaos Sorcerer
6= Pillar Trap
7= Poison Blob
162 - Dark Gunner
You only need one 162 per wave that contains dark and death gunners. To make them appear, create more Dark Gunners and change their Skin ID to 163.
OBJECT
35 - Targetable Object
Label 4 is Switch ID
222 - Floor Panel 2
Completely pointless and bugged. Use Floor Panel 4 (323), even for two way doors.
320 - Ruins Teleporter
No Disp Number should be set to -1 for a red warp
323 - Floor Panel 4
Stay Active must be set to -1 in order to prevent the button from staying down upon contact. If this is not what you wish to do however, keep it at 0 so that it does not require multiple people to open the corresponding door.
Note: If the door you wish to open (for example) is a 4-Button door with a Door ID of 50, the Plate IDs must be 50, 51, 52, and 53 as a 4-Button door automatically uses the next three IDs. Obviously, a 2-Button door would only use two Plate IDs.
330 - Ruins 4-Button Door
Stay Active must correspond to the Stay Active value of Floor Panel 4 (323). Failure to do so will force the door to close once stepping off, thus making it impossible to go through.
331 - Ruins 2-Button Door
Same as above. But with some innovation, setting Stay Active to 0 while the Floor Panels have a Stay Active of -1 can be used to force a group to split. Use your imagination.
332 - Ruins Sensor
Label 4 is the Switch ID to make it float away.
Note: Switch ID 1 needs to be unlocked for it to work.
352 - Poison
Parameter is actually Poison Power
Link is how the poison is activated. Set to 0 for poison to be on by default. Set to 1 to make poison activation dependent on an event or switch.
Switch Mode is actually poison room visibility (4141 to make it visible)
Poison Power is actually Switch ID. Unlock turns it on, Lock turns it off.
356 - Enemy Type Box (Blue)
Label 4 is the event you want to call
ENEMY
51 - Stage NPC
Makes a monster NPC on the stage. All stage NPCs work similar to Pioneer 2 NPCs.
Use: Place a normal monster then change it's skin ID to 51. Click OK, then re-edit its data to get new labels. Change subtype to get a different model.
Forest 1 Subtypes: 0= Forest Box
1= Booma
2= Gigobooma
3= Gobooma
4= Rag Rappy
5= Al Rappy
6= Mothmant
7= Monest
8= Barbarous Wolf
9= Savage Wolf
10= Chao
11= Crashed Probe
12= Crashed Probe on side
Forest 2 Subtypes: 0-10= Same as Forest 1
11= Mini Hildebear
12= Hildebear
13= Hildeblue
14= Crashed Probe
15= Crashed Probe on side
64 - Hildebear
Label 1 when set to 1 allows the Hildebear to spawn by falling in. When kept on 0, it will appear out of thin air.
OBJECT
2 - Teleporter
No Disp Number should be set to 1 for a Red warp (as well for caves and mines)
3 - Warp
Regarding Warp Destinations, the X and Z co-ordinates are off by 10. This means if you want to warp to the point 100X, 100Z, place 110X and 110Z in the Warp Destination parameters.
For rotations in general:
0 - 0 degree turn
8192 - 45 degree turn to the left
16384 - 90 degree turn to the left
24576 - 135 degree turn to the left
32768 - 180 degree turn
Use negatives for the right.
For warp destinations, you always face south. 3D View is off and doesn't have its rotation co-ordinations default to south, so don't use those.
Use: 16384 for East, -16384 for West and 32768 for North (or whatever number you need for whatever direction).
10 - Elemental Trap
Radius: How close you need to be for the trap to activate.
Trap Link: -1 for your default trap that explodes in place, 0 for a trap that hovers over the player's head, 1 and all other positive numbers to trigger other traps with the same Trap Link value to explode.
Damage: Damage dealt.
Subtype: 0 = Damage
2 = Freeze
3 = Shock
Delay: How long in frames it will take for the trap to explode.
11 - Status Trap
Same as Elemental Trap, but cannot damage players.
Subtype:
16 = Paralysis
17 = Slow
18 = Confuse
12 - Heal Trap
Same as Elemental Trap, but heals HP.
13 - Large Elemental Trap
Same as Elemental Trap.
18 - Script Collision
Label 3 is the function you want it to activate (applies to all stages)
24 - Fog Collision SW
Start off: Set to 0 if you want the fog on by default. Set to 1 if you want it triggered by an event or switch.
Label 3 is the type of fog you want. 17 is for dark rooms. (other numbers are currently unidentified at the moment)
Function is actually the Switch ID.
All numbers not listed just remove the map fog
Dec Hex Description
009 0009 Dim. But seemed less so than 127.
010 000A flashing red
011 000B Seemed dim but less than 9.
012 000C Really similar to 11.
015 000F Green Fog
017 0011 Dark room, but less so than 127/63.
030 001E Foggy look. slightly greenish
031 001F Seemed dim but even less than 11/12.
032 0020 Slightly more dim than 31.
040 0028 Bright. Blueish tint.
042 002A Mid-range Dimness. Between 126/17.
041 0029 Dim. Greenish tint.
045 002D Flashing Blue
061 003D Bright
062 003E Yet another level of dimness.
063 003F Similar to 127. super dark.
067 0043 looked like a stronger version of the ambient cave lighting
069 0045 seemed foggy + dim
071 0047 seemed foggy + dim. less so than 69
072 0048 Pale Green Fog with oscillating thickness *epilepsy warning*
076 004C foggy
077 004D fog going in and out
081 0051 yet another level of dimness
089 0059 bright fog
103 0067 Pale pink fog (very thin)
104 0068 Blue ambient light
109 006D Thinner White Fog
111 006F Thin white fog
125 007D Thin white Fog
126 007E Black in distance. Large ring of visibility
127 007F Full Black. Can't see walls or floor
133 0085 White Ambient Light
134 0086 Thinner White Fog
137 0089 Thick Orange Fog, Large Ring of visibility
140 008C VERY dim green ambient light
151 0097 Thin purple\white fog
152 0098 Dark Red Light
153 0099 Blue\Green thin fog
160 00A0 Faint purple light
4113 1011 Same as 17, but for rooms? (This at least works in seabed. I advise trying the one above, and if it doesn't work add 4096 (0x1000) to it and try again. Be careful though, if you put this in a room that uses the lower numbers it will crash)
Dec Hex Description
009 0009 Dim. But seemed less so than 127.
010 000A flashing red
011 000B Seemed dim but less than 9.
012 000C Really similar to 11.
015 000F Green Fog
017 0011 Dark room, but less so than 127/63.
030 001E Foggy look. slightly greenish
031 001F Seemed dim but even less than 11/12.
032 0020 Slightly more dim than 31.
040 0028 Bright. Blueish tint.
042 002A Mid-range Dimness. Between 126/17.
041 0029 Dim. Greenish tint.
045 002D Flashing Blue
061 003D Bright
062 003E Yet another level of dimness.
063 003F Similar to 127. super dark.
067 0043 looked like a stronger version of the ambient cave lighting
069 0045 seemed foggy + dim
071 0047 seemed foggy + dim. less so than 69
072 0048 Pale Green Fog with oscillating thickness *epilepsy warning*
076 004C foggy
077 004D fog going in and out
081 0051 yet another level of dimness
089 0059 bright fog
103 0067 Pale pink fog (very thin)
104 0068 Blue ambient light
109 006D Thinner White Fog
111 006F Thin white fog
125 007D Thin white Fog
126 007E Black in distance. Large ring of visibility
127 007F Full Black. Can't see walls or floor
133 0085 White Ambient Light
134 0086 Thinner White Fog
137 0089 Thick Orange Fog, Large Ring of visibility
140 008C VERY dim green ambient light
151 0097 Thin purple\white fog
152 0098 Dark Red Light
153 0099 Blue\Green thin fog
160 00A0 Faint purple light
4113 1011 Same as 17, but for rooms? (This at least works in seabed. I advise trying the one above, and if it doesn't work add 4096 (0x1000) to it and try again. Be careful though, if you put this in a room that uses the lower numbers it will crash)
25 - Boss Teleporter
Label 5 is the Switch ID. Set to -1 to have always unlocked. (same for ruins 3 boss teleporter)
128 - Forest Door
To change the door's color/symbol, you must use a hextodec converter and translate 2 byte values. The "Door ID" label is where everything is done. 0000 Red is the first byte, used for placing the color-coded symbol. Blue is the second byte used just as any other ID label. Put this into the converter and get your decimal value.
Red Byte
00 = Red Door w/ negative sign.
01 = White Door w/ one dot
02 = w/ two dots.
03 = w/ three dots.
04 = w/ lowercase i.
05 = w/ long vertical line.
06 = w/ exclamation point.
07 = w/ long vertical line & two dots on left side.
08 = w/ long vertical line & three dots on right side.
09 = w/ lowercase i & long vertical line.
141 - Rico Message Pod
Label 4 is Door ID (-1 to be on by default.)
Label 5 and label 6 = function number to call from the script. Make sure label 5 and label 6 are the same!
146 - Fixed Type Box
Between Full Random, Random Item, and Fixed Item, only one of these values must be set to 1 while the others are set to 0. Depending on what you set, Item Parameter will do different things. For Full Random, Item Parameter does not do anything, as the drop result will be completely random and dependent on the area you are in. Random on the other hand is random within a limited ranged depending on what you set the Item Parameter is. See below:
0 = Weapons
16777216 = Armor
33554432 = MAGs
50331648 = Consumables
67108864 = Meseta
If Random Item is set to 1 and your Item Parameter is corresponding to one of the above, you will get a random item within that category.
For Fixed Item, its value must be set to 1 while Full Random and Random Item must be set to 0. For a random untekked weapon or SPECIAL WEAPON, both Random Item and Fixed Item must be set to 1. The Item Parameter you set is the hex value for certain items or weapons. For example, a Power Material is written as 030B0000. Using the programmer's calculator on Windows or an online tool can help you translate hex to decimal which will come out to 51052544 which you will set as your Item Parameter. Only certain item types can be written down in the Item Parameter, otherwise the box will drop nothing.
Note: Additionally, programs such as item maker are strangely inaccurate when creating certain items. For example, a Blade is 00030200, but instead that will make a Glaive appear which is 00040200. Each bit classifies an item from left to right. for Blade, 00 is Item Category, 03 is Item Type, and 02 is Item Tier. In this scenario, the Item Type (Dagger series) is off by 1 point higher than what it should be. Decrease this byte by 1 while still in hex, then translate to decimal to get the appropriate decimal value to place into your Item Parameter. This may not be the case for all items, however.
CAVE
ENEMY
51 - Stage NPC
Cave 1 Subtypes: 0= Caves Box
1= Nano Dragon
2= Pan Arms
3= Hidoom
4= Migium
5= Pal Shark
6= Guil Shark
7= Evil Shark
8= Grass Assassin
9= Mini Grass Assassin
10= Poison Lily
Cave 2 Subtypes: 0= Caves Box
1= Nano Dragon
2= Slime
3= Rare Slime
4= Pal Shark
5= Guil Shark
6= Evil Shark
7= Grass Assassin
8= Mini Grass Assassin
9= Poison Lily
Cave 3 Subtypes: 0= Caves Box
1= Nano Dragon
2= Pan Arms
3= Hidoom
4= Migium
5= Slime
6= Rare Slime
7= Pal shark
8= Guil Shark
9= Evil Shark
10= Grass Assassin
11= Mini Grassassin
12= Poison Lily
OBJECT
35 - Targetable Object
Label 3 is Switch ID
Label 4 is HP
192 - Floor Panel 1
Works pretty much like Ruins' Floor Panel 4.
Stay Active: Set to -1 for the switch to deactivate upon stepping off.
195 - Caves Smashing Pillar
Label 3: ???? Unknown. Setting it to 90 seems to alter the damage or something
Label 4 is Switch ID.
Label 6 determines how the pillar works. Keeping it at 0 makes it work automatically, smashing nonstop. Setting it to 1 makes it inactive by default while stepping on a panel causes it to start smashing. Setting it to 2 works almost the same, except the pillar will not smash down until the panel is stepped off.
222 - Floor Panel 2
The one you shouldn't use. Doesn't work for whatever reason.
224 - Destructable Rock
Label 4 is Switch ID that matches the Switch ID on the Targetable Object.
MINE
ENEMY
51 - Stage NPC
Mine 1 Subtypes: 0= Mines Box
1= Canadine
2= Canane
3= Gillchic
4= Dubchic
5= Garanz
6= Garanz Broke
7= Sinow Blue
8= Sinow Gold
Mine 2 Subtypes: 0-8= Same as Mine 1
9= Little Flying Robot
130 - Sinow Blue/Gold
To have them spawn from the ceiling, you need a Y position of 65-80, depending on how high the ceiling is.
OBJECT
359 - Popup Traps (techs)
HP: How many hits it takes to destroy the trap.
Action: Literally Switch ID.
Tech: 0 = Foie
1 = Gizonde
2 = Gibarta
3 = Megid
4 = Gifoie
RUIN
ENEMY
51 - Stage NPC
Ruin 1 Subtypes: 0= Bulclaw
1= Claw
2= Dark Belra
3= Del Saber
4= Sol Dimenian
5= La Dimenian
6= Dimenian
7= Chaos Sorcerer
8= Pillar Trap
9= Poison Blob
Ruin 2 Subtypes: 0= Chaos Bringer
1= Delsaber
2= So Dimenian
3= La Dimenian
4= Dimenian
5= Pillar Trap
6= Poison Blob
Ruin 3 Subtypes: 0= Dark Belra
1= Chaos Bringer
2= So Dimenian
3= La Dimenian
4= Dimenian
5= Chaos Sorcerer
6= Pillar Trap
7= Poison Blob
162 - Dark Gunner
You only need one 162 per wave that contains dark and death gunners. To make them appear, create more Dark Gunners and change their Skin ID to 163.
OBJECT
35 - Targetable Object
Label 4 is Switch ID
222 - Floor Panel 2
Completely pointless and bugged. Use Floor Panel 4 (323), even for two way doors.
320 - Ruins Teleporter
No Disp Number should be set to -1 for a red warp
323 - Floor Panel 4
Stay Active must be set to -1 in order to prevent the button from staying down upon contact. If this is not what you wish to do however, keep it at 0 so that it does not require multiple people to open the corresponding door.
Note: If the door you wish to open (for example) is a 4-Button door with a Door ID of 50, the Plate IDs must be 50, 51, 52, and 53 as a 4-Button door automatically uses the next three IDs. Obviously, a 2-Button door would only use two Plate IDs.
330 - Ruins 4-Button Door
Stay Active must correspond to the Stay Active value of Floor Panel 4 (323). Failure to do so will force the door to close once stepping off, thus making it impossible to go through.
331 - Ruins 2-Button Door
Same as above. But with some innovation, setting Stay Active to 0 while the Floor Panels have a Stay Active of -1 can be used to force a group to split. Use your imagination.
332 - Ruins Sensor
Label 4 is the Switch ID to make it float away.
Note: Switch ID 1 needs to be unlocked for it to work.
352 - Poison
Parameter is actually Poison Power
Link is how the poison is activated. Set to 0 for poison to be on by default. Set to 1 to make poison activation dependent on an event or switch.
Switch Mode is actually poison room visibility (4141 to make it visible)
Poison Power is actually Switch ID. Unlock turns it on, Lock turns it off.
356 - Enemy Type Box (Blue)
Label 4 is the event you want to call
Temple
ENEMY
51 - Stage NPC
Makes a monster NPC on the stage. All stage NPCs work similar to Pioneer 2 NPCs.
Use: Place a normal monster then change it's skin ID to 51. Click OK, then re-edit its data to get new labels. Change subtype to get a different model.
Temple Alpha & Beta Subtypes: 0= Rappy
1= Love Rappy
2= Mothmant
3= Monest
4= Dark Belra
5= So Dimenian
6= La Dimenian
7= Dimenian
8= Mini Hildebear
9= Hildebear
10= Hildeblue
11= Grass Assassin
12= Mini Grass Assassin
13= Poison Lily
14= Pillar Trap
OBJECT
425 - small brown brick rising bridge
Label 4: Switch ID
426 - long rising bridge (with pink high edges)
Label 4: Switch ID
553 - VR link
Label 4: Set to -1 to make it visible.
696 - Talk (link to support)
Label 1: Set to 20 to allow the player to talk to it. Completely necessary. Always do this.
Label 4: Function. Like on Forest Consoles.
Note: Always set it 10 points above ground level to line up evenly with VR link.
Spaceship
ENEMY
51 - Stage NPC
Spaceship Alpha Subtypes: 0= Barbarous Wolf
1= Savage Wolf
2= Delsaber
3= Gillchic
4= Dubchic
5= Garanz
6= Garanz broke
7= Pan Arms
8= Hidoom
9= Migium
10= Pillar Trap
Spaceship Beta Subtypes: 0= Barbarous Wolf
1= Savage Wolf
2= Delsaber
3= Gillchic
4= Dubchic
5= Pan Arms
6= Hidoom
7= Migium
8= Chaos Sorcerer
9= Pillar Trap
OBJECT
Central Control Area
ENEMY
51 - Stage NPC
CCA Subtypes: 0= Rappy
1= Love Rappy
2= Ul Gibbon
3= Zol Gibbon
4= Gee
Note: CCA Stage NPC subtypes are all the same for Jungle East & North, Mountains, and Seaside.
212 - Sinow Berill / Sinow Spigell
Label 1: 0 = Invisible Ground Spawn
1 = Invisible Ceiling Spawn (drop from wherever they spawn and get up)
2 = Visible Ground Spawn
3 = Visible Ceiling Spawn
Label 6: 0 = Sinow Berill
1 = Sinow Spigell
OBJECT
515 - Teleporter (Ep 2)
Label 4: Floor Number
Label 6: 0 for Red, 1 for Blue.
528 - Laser Detect
Action: Switch ID. Activates Popup Traps (techs)
Label 4: Set to -2147483264 for it to rotate in half circles.
Jungle
ENEMY
OBJECT
Mountains
ENEMY
OBJECT
Seaside
ENEMY
OBJECT
Seabed
ENEMY
51 - Stage NPC
Seabed Upper & Lower Subtypes: 0= Seabed Box
1= Recon
2= Recon Box
3= Dolphin
4= Dolmolm
5= Delbiter
6= Deldepth
7= Deldepth form 2
8= Sinow Zoa
9= Sinow Zele
10= Sinow Zoa dead
11= Sinow Zele dead
12= Morfos
13= Dolmdarl
224 - Sinow Zoa / Sinow Zele
Label 1: 0 = Invisible Ground Spawn
1 = Invisible Ceiling Spawn (drop from wherever they spawn and get up)
2 = Visible Ground Spawn
3 = Visible Ceiling Spawn
Label 6: 0 = Sinow Berill
1 = Sinow Spigell
OBJECT
Seaside Night
ENEMY
51 - Stage NPC
Seaside Night Subtypes: 0= Rappy
1= Love Rappy
2= Recon
3= Recon Box
OBJECT
Tower
ENEMY
51 - Stage NPC
Tower Subtypes: 0= Recon
1= Recon Box
2= Del Lily
3= Gee Nest
4= Gi Gue
5= Mericarol
6= Ill Gill
7= Gibbles
8= Delbiter
9= Epsilon
OBJECT
ENEMY
51 - Stage NPC
Makes a monster NPC on the stage. All stage NPCs work similar to Pioneer 2 NPCs.
Use: Place a normal monster then change it's skin ID to 51. Click OK, then re-edit its data to get new labels. Change subtype to get a different model.
Temple Alpha & Beta Subtypes: 0= Rappy
1= Love Rappy
2= Mothmant
3= Monest
4= Dark Belra
5= So Dimenian
6= La Dimenian
7= Dimenian
8= Mini Hildebear
9= Hildebear
10= Hildeblue
11= Grass Assassin
12= Mini Grass Assassin
13= Poison Lily
14= Pillar Trap
OBJECT
425 - small brown brick rising bridge
Label 4: Switch ID
426 - long rising bridge (with pink high edges)
Label 4: Switch ID
553 - VR link
Label 4: Set to -1 to make it visible.
696 - Talk (link to support)
Label 1: Set to 20 to allow the player to talk to it. Completely necessary. Always do this.
Label 4: Function. Like on Forest Consoles.
Note: Always set it 10 points above ground level to line up evenly with VR link.
Spaceship
ENEMY
51 - Stage NPC
Spaceship Alpha Subtypes: 0= Barbarous Wolf
1= Savage Wolf
2= Delsaber
3= Gillchic
4= Dubchic
5= Garanz
6= Garanz broke
7= Pan Arms
8= Hidoom
9= Migium
10= Pillar Trap
Spaceship Beta Subtypes: 0= Barbarous Wolf
1= Savage Wolf
2= Delsaber
3= Gillchic
4= Dubchic
5= Pan Arms
6= Hidoom
7= Migium
8= Chaos Sorcerer
9= Pillar Trap
OBJECT
Central Control Area
ENEMY
51 - Stage NPC
CCA Subtypes: 0= Rappy
1= Love Rappy
2= Ul Gibbon
3= Zol Gibbon
4= Gee
Note: CCA Stage NPC subtypes are all the same for Jungle East & North, Mountains, and Seaside.
212 - Sinow Berill / Sinow Spigell
Label 1: 0 = Invisible Ground Spawn
1 = Invisible Ceiling Spawn (drop from wherever they spawn and get up)
2 = Visible Ground Spawn
3 = Visible Ceiling Spawn
Label 6: 0 = Sinow Berill
1 = Sinow Spigell
OBJECT
515 - Teleporter (Ep 2)
Label 4: Floor Number
Label 6: 0 for Red, 1 for Blue.
528 - Laser Detect
Action: Switch ID. Activates Popup Traps (techs)
Label 4: Set to -2147483264 for it to rotate in half circles.
Jungle
ENEMY
OBJECT
Mountains
ENEMY
OBJECT
Seaside
ENEMY
OBJECT
Seabed
ENEMY
51 - Stage NPC
Seabed Upper & Lower Subtypes: 0= Seabed Box
1= Recon
2= Recon Box
3= Dolphin
4= Dolmolm
5= Delbiter
6= Deldepth
7= Deldepth form 2
8= Sinow Zoa
9= Sinow Zele
10= Sinow Zoa dead
11= Sinow Zele dead
12= Morfos
13= Dolmdarl
224 - Sinow Zoa / Sinow Zele
Label 1: 0 = Invisible Ground Spawn
1 = Invisible Ceiling Spawn (drop from wherever they spawn and get up)
2 = Visible Ground Spawn
3 = Visible Ceiling Spawn
Label 6: 0 = Sinow Berill
1 = Sinow Spigell
OBJECT
Seaside Night
ENEMY
51 - Stage NPC
Seaside Night Subtypes: 0= Rappy
1= Love Rappy
2= Recon
3= Recon Box
OBJECT
Tower
ENEMY
51 - Stage NPC
Tower Subtypes: 0= Recon
1= Recon Box
2= Del Lily
3= Gee Nest
4= Gi Gue
5= Mericarol
6= Ill Gill
7= Gibbles
8= Delbiter
9= Epsilon
OBJECT
Wilds
ENEMY
69 - NPC Rappy
Makes Sand Rappy an NPC that functions like Pioneer 2 NPCs. Works for all areas in Episode IV. Skin 51 is not supported.
OBJECT
Crater
ENEMY
OBJECT
Desert
ENEMY
OBJECT
ENEMY
69 - NPC Rappy
Makes Sand Rappy an NPC that functions like Pioneer 2 NPCs. Works for all areas in Episode IV. Skin 51 is not supported.
OBJECT
Crater
ENEMY
OBJECT
Desert
ENEMY
OBJECT
Last edited: