Wonderland Adventures Editor: Difference between revisions

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The Wonderland Adventures Editor is an editor for Wonderland Adventures. Many users have used it.  
The '''Wonderland Adventures Editor''' is a level editor for Wonderland Adventures. It is capable of making most kinds of adventures that exist in [[Wonderland Adventures]].


Members of the [[Wonderland Discussion Board]] have been able to hack it to make strange object and create their own Pseudo-Wonderland Adventures games.
Members of the [[Wonderland Discussion Board]] have revealed unusual editor settings and options using [[hex-editing]]. These can be used to create oddly-acting objects and complex, large-scale adventures involving [[Hub|Hubs]].
<!--have been able to hack the editor to make strange objects and create their own Pseudo-Wonderland Adventures games.-->


== Glitches ==
== Glitches ==
*Placing something south out of the level area can cause a [[Memory Access Violation|MAV]].
*Placing a tile south of the level area will cause a [[Memory Access Violation]] error. (This does not apply to objects.)
*Placing an object in a level, flipping the level, and putting another object at the location of the object you placed, will cause two objects to be on the same tile. This is known as the '''Flip Glitch'''.
*Placing an object in a level, flipping the level, and putting another object at the location of the object you placed, will cause two objects to be on the same tile. This is known as the Flip Glitch.
*If you try to make a level's width or height larger than 101, it will cause an [[Array Index out of Bounds|AIOOB]].
*If you try to make a level's width or height larger than 101, it will cause an [[Array Index out of Bounds]] error.


== Common Object Properties ==
== Common Object Properties ==
'''Note: In the Wonderland Adventures Editor, the Y axis is the "forward and backward" axis, and the Z axis is the "up and down" axis.'''
[[File:Ww_axes.png|200px|thumb|right|Axes in the Wonderland Adventures Editor.]]
'''Note:''' In the Wonderland Adventures Editor, the Y axis is the "forward and backward" axis, and the Z axis is the "up and down" axis.


*'''Yaw/Pitch/RollAdjust:''' These properties adjust the rotation of an object around an axis. Yaw = Z rotation, Pitch = X rotation, and Roll = Y rotation.
*'''Yaw/Pitch/RollAdjust:''' These properties adjust the rotation of an object around an axis. Yaw = Z rotation, Pitch = X rotation, and Roll = Y rotation.
*'''X/Y/ZAdjust:''' This controls the positioning of the object, relative to the tile that you place it on.
*'''X/Y/ZAdjust:''' This controls the positioning of the object, relative to the tile that you place it on. Note that this is only a visual effect – only the object's graphic moves, and all other properties still apply to the original tile.
*'''ScaleAdjust:''' Sets the size of an object.
*'''ScaleAdjust:''' Sets the size of an object. Again, this is only a visual effect.
*'''ID:''' This is the unique identifier of an object. You can use this to destroy or toggle objects, or make Stinker's do certain actions like walking to another tile.
*'''ID:''' This is the unique identifier of an object. You can use this to destroy or toggle objects, or make [[Stinkers]] do certain actions like walking to another tile. There can be more than one object with the same ID; in this case, actions that apply to said ID affect all objects with it.
*'''Colour/Subcolour:''' This sets the colours of gates, buttons, transporters, and other things. The SubColour feature can be used to give same-coloured objects a different identity.
*'''Colour/Subcolour:''' This sets the colours of [[gates]], [[buttons]], [[transporters]], and other things. The SubColour feature can be used to give same-coloured objects a different identity.
*'''Active:''' Sets if an object is active or not. Usually this means setting if an object is visible or not. For gates, it sets if the gate is open or closed (active = closed).
*'''Active:''' Sets if an object is active or not. Usually this means setting if an object is visible or not. For gates, it sets whether the gate is open or closed (active = closed).


For more information on manipulating objects, see [[Command Button]].


== Trivia ==
== Trivia ==
In the Editor's object selector, [[Non-Playable Character|NPC Exclamation]] is misspelled as "NPC Exlamation".<br>In the Editor's object selector, [[Wysp]] is misspelled as "Wisp".<br>In the Editor's object selector, [[Butterfly]] is misspelled as "Busterfly".
In the Editor's object selector, [[Non-Playable Character|NPC Exclamation]] is misspelled as "NPC Exlamation", [[Wysp]] is misspelled as "Wisp", and [[Butterfly]] is misspelled as "Busterfly".


{{stub}}
[[Category:Stubs]]
[[Category:Wonderland Adventures]]
[[Category:Wonderland Adventures]]

Revision as of 13:37, 12 April 2012

The Wonderland Adventures Editor is a level editor for Wonderland Adventures. It is capable of making most kinds of adventures that exist in Wonderland Adventures.

Members of the Wonderland Discussion Board have revealed unusual editor settings and options using hex-editing. These can be used to create oddly-acting objects and complex, large-scale adventures involving Hubs.

Glitches

  • Placing a tile south of the level area will cause a Memory Access Violation error. (This does not apply to objects.)
  • Placing an object in a level, flipping the level, and putting another object at the location of the object you placed, will cause two objects to be on the same tile. This is known as the Flip Glitch.
  • If you try to make a level's width or height larger than 101, it will cause an Array Index out of Bounds error.

Common Object Properties

Axes in the Wonderland Adventures Editor.

Note: In the Wonderland Adventures Editor, the Y axis is the "forward and backward" axis, and the Z axis is the "up and down" axis.

  • Yaw/Pitch/RollAdjust: These properties adjust the rotation of an object around an axis. Yaw = Z rotation, Pitch = X rotation, and Roll = Y rotation.
  • X/Y/ZAdjust: This controls the positioning of the object, relative to the tile that you place it on. Note that this is only a visual effect – only the object's graphic moves, and all other properties still apply to the original tile.
  • ScaleAdjust: Sets the size of an object. Again, this is only a visual effect.
  • ID: This is the unique identifier of an object. You can use this to destroy or toggle objects, or make Stinkers do certain actions like walking to another tile. There can be more than one object with the same ID; in this case, actions that apply to said ID affect all objects with it.
  • Colour/Subcolour: This sets the colours of gates, buttons, transporters, and other things. The SubColour feature can be used to give same-coloured objects a different identity.
  • Active: Sets if an object is active or not. Usually this means setting if an object is visible or not. For gates, it sets whether the gate is open or closed (active = closed).

For more information on manipulating objects, see Command Button.

Trivia

In the Editor's object selector, NPC Exclamation is misspelled as "NPC Exlamation", Wysp is misspelled as "Wisp", and Butterfly is misspelled as "Busterfly".