LL2 Editing
From Hamumu Wiki
| Spoiler Warning! |
| This page contains information that could reveal plot secrets or ruin puzzles! Read with caution, or not at all! |
The Editor that comes included with the Loonyland 2 Collector's Edition has not been explored thoroughly. However, the addon_making_info.txt file that comes in the addons directory of the LL2CE folder has a lot of information.
| | The following information needs to be added to this page: |
| Hardcoded things, more info |
Contents |
[edit] Getting the Editor
The Editor is accessible from the main menu by those with Loonyland 2 Collector's Edition installed.
[edit] Playing Your Worlds
To play a custom world, start a new game. Instead of starting with "Go!" immediately, move left and right while "Go!" is selected to change the current campaign.
[edit] Using the Editor
- You are viewing information about Loonyland 2 editing. Some information is specific to certain games, indicated by the icons.
| | The following information needs to be added to this page: |
| Dr. Lunatic derivative editing needs a lot of work almost everywhere |
[edit] Basic Controls
- Move around using the 8, 4, 6 and 2 keys on the number pad, when Num Lock is on.
- Delete things by pressing backspace while hovering over them.
[edit] Tagging
Tagging is an important part of making things work as you want in Loonyland 1 and 2. The tag number is at the bottom-middle of the screen, and this is changed up and down by pressing , (comma) and ; (semi-colon). You place a tag on the highlighted square by pressing t. Tags can be used in specials for many things, and monsters take on the tag of the square they are placed on.
There are several tags with global significance in both Loonyland and Loonyland 2. These are:
- A square tagged 255 is impassible to non-player monsters (in Loonyland 2, monsters will not be randomly placed here)
- A square tagged 254 is impassible to unfriendly monsters (goodguys can still pass over it)
[edit] Specials
All of Kid Mystic, Loonyland, and Loonyland 2 support Specials. These are used for many different effects, including transportation between levels and a variety of other things such as signs and collectibles. Triggers are conditions that cause a special to be activated, and Effects are what happens when the special is activated.
The 'Multiple Uses' special flag allows a special to be triggered more than once. The 'Show Message' special flag causes the special to show a message upon being triggered.
There are two brands of specials: Loonyland and Loonyland 2's complex behemoth, and Kid Mystic's much simpler setup. In Kid Mystic triggers lack the other number, x, and y parameters, and effects lack the tag parameter (Kid Mystic does not use tags). The names of certain triggers and effects are also different between the two brands. Some triggers and effects also do not make sense for certain games, though they are included.
[edit] Triggers
[edit] Effects
[edit] Special Tags
[edit] Skill Tags
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[edit] Talent Tags
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[edit] Villager Tags0. Talking to Yourself
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[edit] Text Files
Any Loonyland 2 campaign must have an associated text file; if the world name is myamazingworld.llw, the text file should be named lvl_myamazingworld.txt. This text file follows a special format:
Title of Campaign
Level info
Level info
...
There should be a level info line for each level in the campaign; if there are extra ones, they are ignored, and if there are less than needed than the data from the original Loonyland campaign will be substituted (see LL2 Editing Default Text File). Each level info line should follow this format: {TYPE,{MONS1,MONS2,MONS3,MONS4,MONS5},MONSNUM,{ASBESTOS,BUBBLEWEED,CILANTRO,DEVILGRASS,ELDERBERRY,FROSTBANE,CRACKS},SONG}, // COMMENT
- TYPE: The type of level. This should be one of:
- 0 for a normal, monster-filled level.
- LF_TOWN for a town/respawn point.
- LF_ARENA for an arena match. This modifies some game rules.
- MONS1-MONS5: Monster identifiers for monsters that appear. Leftmost is most likely to appear, rightmost is least likely to appear. See LL2 Editing Constants below
- MONSNUM: The number of monsters that should be randomly placed.
- ASBESTOS-CRACKS: The maximum number (the actual number is random) of herbs/mining cracks of that type that will appear.
- SONG: The song number. This should be one of:
- A number, for the song named songXXX.ogg
- SONG_TOWN, for the town song
- SONG_CAVES, for caves
- SONG_WINTER, for the woods
- SONG_BOSS, for the throne room, HSB fight, and arena matches
- SONG_UNDERWORLD, for the underworld
- SONG_FACTORY, for the Toy Factory and Castle von Frostburn
- COMMENT: this part is optional, and is usually used to serve as a reminder as to what level this entry matches
Here's a trick: start a character in your new game (or if you have one already, play that character), and then exit immediately back to the title screen. At the top of the title screen, it will print out the first error it found in your text file, and which line it's on. If there's nothing there, then you have no errors in your text file.
[edit] Variables
Many of the specials in Loonyland 2 work with variables. The range 516 to 900 is free for use by a world designer, and the rest are reserved in one form or another. Each variable can hold a value from 0 to 255, though 0 and 1 are the most common. If a "quest assigned" variable is enabled, the "New Quest" box will pop up. If you set a "quest completed" variable, the "Quest Done" box will pop up, the quest will automatically be marked assigned, and you will get 100xp for the quest (or 1000xp in Madcap).
- 0 to 49: Quest assigned variables (for quest N)
- 50 to 99: Quest completed variables (for quest N-50)
- 100: Number of kills for a Prove Yourself quest
- 101 to 199: Collected present N-100?
- 200: Has the Magic Hat been killed?
- 201: Has the Stone Rose been killed?
- 202-216: Have been to certain places.
- What places?
- 217: Has Melody been unlocked?
- 218: Is the Toy Factory destroyed?
- 219: Has the Stinky Sock boss been killed?
- 220-221: Have the choppable trees been chopped?
- 222: How many rats remain in Mickey's cellar (0 means you can get money from Mickey)
- 240-255: Temporary variables, cleared when leaving a level
- 256-305: Has a treasure chest been opened? (for chest tagged N-256)
- 306: Has Klonk been killed?
- 307: Toys killed count for Mickey's quest
- 308: Bears killed for Hank's quest
- 309: 0 for Onion side, 1 for Snuggly Bunny side
- 310: Has Killbor been defeated?
- 311: Have the Magic Glasses been attained?
- 312: Number of swords collected in Arena sword level
- 313-320: Has a rope bridge been built? (for bridge tagged N-313)
- 321: Has Ratatouille been defeated?
- 322: Have you chatted with the Onion to decide your alignment?
- 323: Has the first floor of the Factory been cleared?
- 324: Has the Burning Bush been killed?
- 325: Has the Trigun been killed?
- 326-329: Has a merchant been shaken down? (Variable 326 also used by Snuggly Bunnies for their quest)
- 330: Has the supply base been destroyed?
- 331: Has the rumble been won?
- 332: Has the player broken out of prison?
- 333: Has the Junksmith been killed?
- 334: Has the highway mission been completed? (Snuggly Bunny)
- 335-349: How many of each item are used in your clockwork bot
- Which one is which item?
- 350: Lower half of the Clockbot's current health for going between levels (see variable 452)
- 351: Which talent you are talking to the Guru about
- 352: Has the Historian received the library book?
- 353-357: Has a crystal barrier been opened? (barrier tagged N-353)
- 358: Has Gourdzilla been killed?
- 359-360: Bodzhas left alive on the two sides of Shroom Forest
- 359: Which side?
- 360: Which side?
- 361: Has Shrumford been youngified?
- 362-371: Has a Bokbok been rescued? (Bokbok tagged N-362)
- 372: Number of Bokboks that have been returned
- 373: Has the Furnace been lit?
- 374: Timer for the Justhef Axe
- 375-384: Has a Titanic Titan been slain? (Titan tagged N-375)
- 385: The Captain's status at the furnace. One of:
- 0: None
- 1: Arrived
- 2: Active
- 3: Dead
- 386-410: Has a tip been shown? (Tip N-386)
- 411: Has Frostburn's front door been smashed?
- 412-416: Current life of the Prototype puppets
- 417: Has Baron von Frostburn been defeated?
- 418: Has Titan King Melton been defeated?
- 419-422: Has a switch in Frostburn been flipped? (Switch tagged N-419)
- 423: Has a Mimic been tamed for the Magicsmith? One of:
- 0: No mimic tamed
- 1: Tamed for Magicsmith
- 2: Tamed for Loony
- 3: Tamed for Magicsmith and Loony
- 424-427: Has a switch in Frostburn floor 2 been flipped? (Switch tagged N-424)
- 427-432: Which spell is in place in each of the 5 spots in the spell menu
- 433: Has the HSB spoken to the player?
- 434: Is the player in Madcap mode?
- 435-445: How many of each type of Madcap crystal has been purchased
- 435: Might crystals
- 436: Life crystals
- 437: Shield crystals
- 438: Curse crystals
- 439: Health crystals
- 440: Shock crystals
- 441: Fire crystals
- 442: Ice crystals
- 443: Wind crystals
- 444: Nature crystals
- 445: Death crystals
- 446-449: The three modifiers you are using. (Modifier N-446)
- 450: Number of Crystal Points available
- 451: How long until you can Parry again
- 452: Upper half of the Clockbot's life variable (see variable 350)
- 453-472: Profile control settings. Do not change these!
- 483: Player sound volume. Do not change this!
- 484: Player music volume. Do not change this!
- 485: Is the commentary enabled? Do not change this!
- 486-511: Kill counters, two bytes each
- Which monsters for each counter?
- 512: Arena wins
- 513: Player deaths
- 514: Has the Flame skill been paid for this attack?
- 515: Number of trees Klonk has smashed
[edit] Constants
| | The following information needs to be added to this page: |
| Constants and suchlike |
Constants have numbers, names, and 'values'. The number is used when referring to the constant in a special, the name is used for identification and in text files in the case of monster constants, and the 'value' is what the constant means.
[edit] Monster ConstantsMonster constants are used in Text Files for specifying randomly generated monsters. 0. MONS_NONE: no monster
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[edit] Quest ConstantsQuest numbers are useful for quest variables (see Variables).
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[edit] Sound ConstantsSound numbers are useful in Specials that play a sound. 0. SND_MENUCLICK: clicking noise used for menus
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[edit] Hardcoded Things
- Any campaigns MUST have at least 6 levels. This is because, in a new adventure, Loony starts where you have placed him in Level 05, which is Woody's Cabin in the original game. (The level numbers start from 0.)
- The following monsters will not work properly when placed:
- Cryozoid
- Toasties
- Lifeberry Bushes
- Shrooms
- Crystal Gates
- To place the player's mimic, just place a mimic monster in a 'safe area'. Of course, it'll only appear when the player has tamed their own mimic.
- In order to tag the Guru correctly, you have to place a villager tagged '12', with the relevant talent tag in the square below.
- Magic items and Artifacts placed directly with the editor won't actually do anything.
- If you want to put any Mimics for the player to feed, put them in level 28. They will disappear anywhere else.
- The "Welcome to Eisburg" tip will appear when the player first enters level 00.
