Author Topic: How to make levels work in worlds.  (Read 11710 times)

Offline SMW Fan

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How to make levels work in worlds.
« on: May 23, 2008, 09:25:08 PM »
Once you finish making a world in the editor, save it, then open it with notepad. Scroll down until you see this.
Code: [Select]
#Stages
#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings (see sample tour file for details)
#Stage Type 1,Bonus House Name,Sequential/Random Order,Display Text,Powerup List
0
Change the 0 to the number of levels in your world, then add the levels below. Like this:
Code: [Select]
#Stages
#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings (see sample tour file for details)
#Stage Type 1,Bonus House Name,Sequential/Random Order,Display Text,Powerup List
11
0,Kuribo Battle 2,5,30,1,0,Battle in Shoes,0,30,1,0,0,0,0,0,0,0,0
0,Kuribo Digging,0,12,1,0,Dig This Place Up,0,0
0,Rising Flood,9,120,1,0,Oh No A Flood,0,1
0,Hidden Battle,4,20,1,0,Can't See Anything,0,0,5
0,Sailing Ship,7,10,1,0,Sailing on the Sea,0,1,0,1,0,0,0
0,Between Lava,0,18,1,0,Don't Get Burned,0,0
0,Hazardous Flames,18,1,2,0,Hazards Everywhere,1,10,10,30
0,Run From Spikes,20,50,2,0,Spikes are Deadly,0,5,3,0,0
0,Bonus Room,24,10,1,0,Pipe Minigame,0
1,Toad's House,1,Do you want to attack|other players?|Use one of these!,p19,p5,p11
1,Toad's House,1,|These here are reserve powerups!,p9,p10,p22
You can find the right numbers for the modes from here:
Code: [Select]
#Modes
#0 = Classic
#1 = Frag
#2 = Time Limit
#3 = Jail
#4 = Coins
#5 = Stomp
#6 = Eggs
#7 = CTF
#8 = Chicken
#9 = Tag
#10 = Star
#11 = Domination
#12 = King of the Hill
#13 = Race
#14 = Owned
#15 = Frenzy
#16 = Survival
#17 = Greed
#18 = Health
#19 = Card Collection
#20 = Phanto Chase
#24 = Pipe Minigame

#Version
1.8.0.0

#Mode Options
#0 - Classic
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#1 - Frag
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing
#Scoring - 0 for all kills and 1 for push kills only

#2 - Time Limit
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing
#Scoring - 0 for all kills and 1 for push kills only
#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#3 - Jail
#Style - 0 for Classic, 1 for Owned and 2 for Free For All
#Free Timer - None = 1, all other numbers greater than 1 are number of frames the jail will last (example: 620 is about 10 seconds)
#Tag Free - 0 = Off, 1 = On
#Percent Jail Key - number between 0 and 100 indicating the percent chance that a jail key will appear from a powerup block

#4 - Coins
#Penalty - 0 = Off, 1 = On
#Quantity - any number greater than 0

#5 - Stomp
#Rate - Relates to the number of frames between spawns. The smaller the number, the faster the spawning (example: 30 is "Very fast" and 120 is "Slow")
#Goomba Weight - any positive number including 0, used in conjunction with the other weights below.  If goomba rate is 2 and koopa and cheep cheep is 1, then there will be a 50% chance the next enemy will be a goomba (2 + 1 + 1 = 4, 2 / 4 = 50%)
#Koopa Weight - any positive number including 0
#Cheep Cheep Weight - any positive number including 0
#Red Koopa Weight - any positive number including 0
#Spiny - any positive number including 0
#Buzzy Beetle - any positive number including 0
#Paragoomba - any positive number including 0
#Parakoopa - any positive number including 0
#Red Parakoopa - any positive number including 0

#6 - Eggs
#Green Eggs - number of green eggs to play with
#Red Eggs - number of red eggs to play with
#Yellow Eggs - number of yellow eggs to play with
#Blue Eggs - number of blue eggs to play with
#Green Yoshis - number of green yoshis to play with
#Red Yoshis - number of red yoshis to play with
#Yellow Yoshis - number of yellow yoshis to play with
#Blue Yoshis - number of blue yoshis to play with
#Explosion Timer - number of seconds until eggs explode - 0 for off any positive number is the number of seconds (5 is 5 seconds until explosion)

#7 - CTF
#Speed - 0 = stationary, any number greater than 0 causes bases to move.  The larger the number, the faster they go.
#Touch Return - 0 = Off, 1 = On
#Point Move - 0 = Off, 1 = On
#Auto Return - 0 = No auto return, any number greater than 0 is the number of frames before it returns (example: 620 is about 10 seconds)
#Need Home - 0 = Off, 1 = On
#Center Flag - 0 = Off, 1 = On

#8 - Chicken
#Show Target - 0 = Off, 1 = On
#Chicken Glide - 0 = Off, 1 = On

#9 - Tag
#Touch Tag - 0 = Off, 1 = On

#10 - Star
#Time - any number greater than 0, number of seconds between scores
#Star Type - 0 = Ztar, 1 = Shine, 2 = Multi Shine, 3 = Random
#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#11 - Domination
#Quantity - 1 to 10 is that number of bases, 11 to 18 is #Players - 1 to #Players + 6, 19 on up is 2xPlayers - 3 on up
#Relocate - 0 = Never, all other numbers greater than 1 are number of frames until the bases relocate (example: 620 is about 10 seconds)
#Lose Bases on Death - 0 = Off, 1 = On
#Move Bases on Death - 0 = Off, 1 = On
#Steal Bases on Death - 0 = Off, 1 = On

#12 - King of the Hill
#Size - number greater than 1 (example: 3 for 3x3 base)
#Relocate - 0 = never, all other numbers greater than 0 are number of frames until the zone moves (example: 620 is about 10 seconds)
#Max Multiplier - 1 = no multiplier, all numbers 2 through 10 is the maximum multiplier that the player can achieve

#13 - Race
#Quantity - any number greater than 1
#Speed - 0 = stationary, any number greater than 0 causes bases to move.  The larger the number, the faster they go. (2 is "Very Slow" and 6 is "Fast")
#Penalty - 0 = none, 1 = one goal, 2 = all goals

#14 - Owned - None

#15 - Frenzy
#Limit - 0 = single card (like old bob-omb mode), 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up
#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Store Shells - 0 = Off, 1 = On
#Bob-omb Powerup Weight - any positive number including 0, used in conjunction with the other weights below.  If star powerup rate is 2 and flower is 3 and 1up is 1, then there will be a 33% chance the next powerup will be a star powerup (2 + 3 + 1 = 6, 2 / 6 = 33%)
#Fire Flower Powerup Weight - any positive number including 0
#Hammer Powerup Weight - any positive number including 0
#Feather Powerup Weight - any positive number including 0
#Boomerang Powerup Weight - any positive number including 0
#Ice Wand Powerup Weight - any positive number including 0
#Bomb Powerup Weight - any positive number including 0
#Leaf Powerup Weight - any positive number including 0
#P-Wings Powerup Weight - any positive number including 0
#Tanooki Powerup Weight - any positive number including 0
#POW Powerup Weight - any positive number including 0
#MOd Powerup Weight - any positive number including 0
#Bullet Bill Powerup Weight - any positive number including 0
#Podoboo Powerup Weight - any positive number including 0
#Green Shell Powerup Weight - any positive number including 0
#Red Shell Powerup Weight - any positive number including 0
#Spiked Shell Powerup Weight - any positive number including 0
#Buzzy Shell Powerup Weight - any positive number including 0
#Random Powerup Weight - any positive number including 0

#16 - Survival
#Thwomp Weight - any positive number including 0, used in conjunction with the other weights below.  If thwomp rate is 2 and podoboo and bowser fire is 1, then there will be a 50% chance the next hazard will be a thwomp (2 + 1 + 1 = 4, 2 / 4 = 50%)
#Podoboo Weight - any positive number including 0
#Bowser Fire Weight - any positive number including 0
#Density - number relating how fast the hazards appear, the smaller the number the faster they come (10 is "High" and 40 is "Very Low")
#Speed - any number greater than 0.  The larger the number, the faster they go. (2 is "Very Slow" and 8 is "Very Fast")
#Shield - 0 = Off, 1 = On

#17 - Greed
#Coin Life - time until coins disappear - number of frames until the bases relocate (example: 620 is about 10 seconds)
#Own Coins - 0 = player cannot collect his own coins, 1 = he can
#Multiplier = how many coins are released from players, 1 = 0.5x normal, 2 = normal amount, 4 = 2x, 6 = 3x, ect.

#18 - Health
#Start Life - Number of hearts each team starts with - number between 1 and 10
#Max Life - Number of hearts that a team can collect up to - number between 1 and 10
#Percent Extra Life - Percent chance a special heart powerup will spawn from a powerup block - number between 0 and 100

#19 - Card Collection
#Limit - 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up
#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Bank Time - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Card Life - 0 = no cards released, any number greater than 0 is the amount of time in frames that a card lives for (example: 310 is about 5 seconds)

#20 - Phanto Chase
#Phanto Speed - Any positive number, the bigger the greater the speed (5 is normal, 2 is very slow and 7 is very fast for example)
#Yellow Phanto Quantity - Number of yellow phantos from 0 on up
#Red Phanto Quantity - Number of red phantos from 0 on up
#Green Phanto Quantity - Number of green phantos from 0 on up

#24 - Pipe Minigame
No Options
For vehicles, change the first number in each row to the level number:
Code: [Select]
#Vehicles
#Sprite,Stage Type, Start Column, Start Row, Min Moves, Max Moves, Sprite Paces, Sprite Direction, Boundary
8
3,6,4,7,5,8,1,0,0
3,7,11,4,5,8,1,0,0
3,8,17,8,5,8,1,0,0
3,9,11,10,5,8,1,0,0
4,10,10,13,5,8,1,0,0
7,11,9,6,5,8,1,0,0
7,12,15,4,5,8,1,0,0
7,13,14,6,5,8,1,0,0
At the bottom, you can choose the initial items. You can use this image to find the code for the item you want:

Use the letter to the left of the powerup you want, followed by the number below.

Offline JM Dragon

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Re: How to make levels work in worlds.
« Reply #1 on: May 23, 2008, 10:35:07 PM »
About the bonus list:
This function allows a player to "earn" items at the end of each round. You need the item codes from above, but that alone will not work. You need to include the position that the player has won in that instance. Here's an example that I see will be used commonly in fortress levels:
1w6

That bonus lisit item will tells the game to give the winning player a yellow key.
 

Offline MSX

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Re: How to make levels work in worlds.
« Reply #2 on: May 24, 2008, 01:22:49 PM »
Why does it have to be so hard?
Cant you guys make it easier in the future?
For example, shift-click on the level to set it to the mode etc.
Bah. :P
Crouching Tiger Hidden Spaghetti.

Offline Agastya

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Re: How to make levels work in worlds.
« Reply #3 on: May 24, 2008, 04:00:41 PM »
Because it's not fully completed yet, but it's complete enough to work. >>;

Offline Felix-The-Ghost

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Re: How to make levels work in worlds.
« Reply #4 on: May 26, 2008, 11:13:17 PM »
I should point out that SMWfan has the code for red/green Yoshis reversed, it should be fixed to this:
Code: [Select]
#6 - Eggs
#Red Eggs - number of red eggs to play with
#Green Eggs - number of green eggs to play with
#Yellow Eggs - number of yellow eggs to play with
#Blue Eggs - number of blue eggs to play with
#Red Yoshis - number of red yoshis to play with
#Green Yoshis - number of green yoshis to play with
#Yellow Yoshis - number of yellow yoshis to play with
#Blue Yoshis - number of blue yoshis to play with
#Explosion Timer - number of seconds until eggs explode - 0 for off any positive number is the number of seconds (5 is 5 seconds until explosion)
Or maybe Two52 should code it like that since the team order is Red,Green,Yellow,Blue...just saying that's how it works for now.

Also they never explained what to put for
Code: [Select]
End World
but I correctly assumed that 0 is for false and 1 is for true,
being true it that level ends the world, so it's possible to have more than one end to a world.

...lol
Quote from: "I"
that level ends the world

Offline Danny Martinez

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Re: How to make levels work in worlds.
« Reply #5 on: May 27, 2008, 10:18:39 PM »
what do you have to type in the 2nd part of the code
EX- 0,Between Lava,0,18,1,0,[Don't Get Burned,0,0]<-That part.

Offline JM Dragon

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Re: How to make levels work in worlds.
« Reply #6 on: May 27, 2008, 10:45:20 PM »
Quote from: "Danny Martinez"
what do you have to type in the 2nd part of the code
EX- 0,Between Lava,0,18,1,0,[Don't Get Burned,0,0]<-That part.
In the brackets, you have the text shown at top, whether it ends the world (0 for no, 1 for yes), then the mode specific settings as detailed in one of the code boxes SMW Fan posted.
 

Offline Felix-The-Ghost

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Re: How to make levels work in worlds.
« Reply #7 on: May 27, 2008, 10:46:20 PM »
Quote from: "Danny Martinez"
what do you have to type in the 2nd part of the code
EX- 0,Between Lava,0,18,1,0,[Don't Get Burned,0,0]<-That part.
Code: [Select]
End World, then mode settings
for [end world], put a 0 for false and 1 for true.
the rest is mode specific,
for example you put classic mode
Quote
Between Lava,0,18
then specify the options for that mode,
[spoilers:3qnlk9v2]
Code: [Select]
#Mode Options
#0 - Classic
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#1 - Frag
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing
#Scoring - 0 for all kills and 1 for push kills only

#2 - Time Limit
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing
#Scoring - 0 for all kills and 1 for push kills only
#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#3 - Jail
#Style - 0 for Classic, 1 for Owned and 2 for Free For All
#Free Timer - None = 1, all other numbers greater than 1 are number of frames the jail will last (example: 620 is about 10 seconds)
#Tag Free - 0 = Off, 1 = On
#Percent Jail Key - number between 0 and 100 indicating the percent chance that a jail key will appear from a powerup block

#4 - Coins
#Penalty - 0 = Off, 1 = On
#Quantity - any number greater than 0

#5 - Stomp
#Rate - Relates to the number of frames between spawns. The smaller the number, the faster the spawning (example: 30 is "Very fast" and 120 is "Slow")
#Goomba Weight - any positive number including 0, used in conjunction with the other weights below.  If goomba rate is 2 and koopa and cheep cheep is 1, then there will be a 50% chance the next enemy will be a goomba (2 + 1 + 1 = 4, 2 / 4 = 50%)
#Koopa Weight - any positive number including 0
#Cheep Cheep Weight - any positive number including 0
#Red Koopa Weight - any positive number including 0
#Spiny - any positive number including 0
#Buzzy Beetle - any positive number including 0
#Paragoomba - any positive number including 0
#Parakoopa - any positive number including 0
#Red Parakoopa - any positive number including 0

#6 - Eggs
#Green Eggs - number of green eggs to play with
#Red Eggs - number of red eggs to play with
#Yellow Eggs - number of yellow eggs to play with
#Blue Eggs - number of blue eggs to play with
#Green Yoshis - number of green yoshis to play with
#Red Yoshis - number of red yoshis to play with
#Yellow Yoshis - number of yellow yoshis to play with
#Blue Yoshis - number of blue yoshis to play with
#Explosion Timer - number of seconds until eggs explode - 0 for off any positive number is the number of seconds (5 is 5 seconds until explosion)

#7 - CTF
#Speed - 0 = stationary, any number greater than 0 causes bases to move.  The larger the number, the faster they go.
#Touch Return - 0 = Off, 1 = On
#Point Move - 0 = Off, 1 = On
#Auto Return - 0 = No auto return, any number greater than 0 is the number of frames before it returns (example: 620 is about 10 seconds)
#Need Home - 0 = Off, 1 = On
#Center Flag - 0 = Off, 1 = On

#8 - Chicken
#Show Target - 0 = Off, 1 = On
#Chicken Glide - 0 = Off, 1 = On

#9 - Tag
#Touch Tag - 0 = Off, 1 = On

#10 - Star
#Time - any number greater than 0, number of seconds between scores
#Star Type - 0 = Ztar, 1 = Shine, 2 = Multi Shine, 3 = Random
#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#11 - Domination
#Quantity - 1 to 10 is that number of bases, 11 to 18 is #Players - 1 to #Players + 6, 19 on up is 2xPlayers - 3 on up
#Relocate - 0 = Never, all other numbers greater than 1 are number of frames until the bases relocate (example: 620 is about 10 seconds)
#Lose Bases on Death - 0 = Off, 1 = On
#Move Bases on Death - 0 = Off, 1 = On
#Steal Bases on Death - 0 = Off, 1 = On

#12 - King of the Hill
#Size - number greater than 1 (example: 3 for 3x3 base)
#Relocate - 0 = never, all other numbers greater than 0 are number of frames until the zone moves (example: 620 is about 10 seconds)
#Max Multiplier - 1 = no multiplier, all numbers 2 through 10 is the maximum multiplier that the player can achieve

#13 - Race
#Quantity - any number greater than 1
#Speed - 0 = stationary, any number greater than 0 causes bases to move.  The larger the number, the faster they go. (2 is "Very Slow" and 6 is "Fast")
#Penalty - 0 = none, 1 = one goal, 2 = all goals

#14 - Owned - None

#15 - Frenzy
#Limit - 0 = single card (like old bob-omb mode), 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up
#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Store Shells - 0 = Off, 1 = On
#Bob-omb Powerup Weight - any positive number including 0, used in conjunction with the other weights below.  If star powerup rate is 2 and flower is 3 and 1up is 1, then there will be a 33% chance the next powerup will be a star powerup (2 + 3 + 1 = 6, 2 / 6 = 33%)
#Fire Flower Powerup Weight - any positive number including 0
#Hammer Powerup Weight - any positive number including 0
#Feather Powerup Weight - any positive number including 0
#Boomerang Powerup Weight - any positive number including 0
#Ice Wand Powerup Weight - any positive number including 0
#Bomb Powerup Weight - any positive number including 0
#Leaf Powerup Weight - any positive number including 0
#P-Wings Powerup Weight - any positive number including 0
#Tanooki Powerup Weight - any positive number including 0
#POW Powerup Weight - any positive number including 0
#MOd Powerup Weight - any positive number including 0
#Bullet Bill Powerup Weight - any positive number including 0
#Podoboo Powerup Weight - any positive number including 0
#Green Shell Powerup Weight - any positive number including 0
#Red Shell Powerup Weight - any positive number including 0
#Spiked Shell Powerup Weight - any positive number including 0
#Buzzy Shell Powerup Weight - any positive number including 0
#Random Powerup Weight - any positive number including 0

#16 - Survival
#Thwomp Weight - any positive number including 0, used in conjunction with the other weights below.  If thwomp rate is 2 and podoboo and bowser fire is 1, then there will be a 50% chance the next hazard will be a thwomp (2 + 1 + 1 = 4, 2 / 4 = 50%)
#Podoboo Weight - any positive number including 0
#Bowser Fire Weight - any positive number including 0
#Density - number relating how fast the hazards appear, the smaller the number the faster they come (10 is "High" and 40 is "Very Low")
#Speed - any number greater than 0.  The larger the number, the faster they go. (2 is "Very Slow" and 8 is "Very Fast")
#Shield - 0 = Off, 1 = On

#17 - Greed
#Coin Life - time until coins disappear - number of frames until the bases relocate (example: 620 is about 10 seconds)
#Own Coins - 0 = player cannot collect his own coins, 1 = he can
#Multiplier = how many coins are released from players, 1 = 0.5x normal, 2 = normal amount, 4 = 2x, 6 = 3x, ect.

#18 - Health
#Start Life - Number of hearts each team starts with - number between 1 and 10
#Max Life - Number of hearts that a team can collect up to - number between 1 and 10
#Percent Extra Life - Percent chance a special heart powerup will spawn from a powerup block - number between 0 and 100

#19 - Card Collection
#Limit - 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up
#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Bank Time - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)
#Card Life - 0 = no cards released, any number greater than 0 is the amount of time in frames that a card lives for (example: 310 is about 5 seconds)

#20 - Phanto Chase
#Phanto Speed - Any positive number, the bigger the greater the speed (5 is normal, 2 is very slow and 7 is very fast for example)
#Yellow Phanto Quantity - Number of yellow phantos from 0 on up
#Red Phanto Quantity - Number of red phantos from 0 on up
#Green Phanto Quantity - Number of green phantos from 0 on up
[/spoilers:3qnlk9v2]
the options for classic mode are respawning or shielding when hit:
Quote
#0 - Classic
#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing
so to play classic mode on that map while respawning:
Code: [Select]
0,Between Lava,0,18,1,0,Don't Get Burned,0,0

Offline Danny Martinez

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Re: How to make levels work in worlds.
« Reply #8 on: May 27, 2008, 10:54:37 PM »
So the number behind dont get burned  (example= 0,Between Lava,0,18,1,0,[Don't Get Burned,0,0] those 2 numbers?Some other codes have 4 numbers behing the word.

Offline Felix-The-Ghost

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Re: How to make levels work in worlds.
« Reply #9 on: May 27, 2008, 10:59:22 PM »
yeah it depends on the mode...
the number immediately after the name is the [world end]
then the rest depend on mode.
take a look at this:
Code: [Select]
#20 - Phanto Chase
#Phanto Speed - Any positive number, the bigger the greater the speed (5 is normal, 2 is very slow and 7 is very fast for example)
#Yellow Phanto Quantity - Number of yellow phantos from 0 on up
#Red Phanto Quantity - Number of red phantos from 0 on up
#Green Phanto Quantity - Number of green phantos from 0 on up
This makes a match with 3 yellow phantos,zero red, and 2 green, all moving fast:
Code: [Select]
0,Between Lava,20,50,1,0,Don't Get Burned,7,3,0,2
sorry for slow response I was having a conversation on Yahoo.

Offline Danny Martinez

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Re: How to make levels work in worlds.
« Reply #10 on: May 27, 2008, 11:38:27 PM »
So depending on the mode it will put in extra numbers?So if there are more options i have to put them infront of the word and back?
« Last Edit: May 28, 2008, 06:25:17 PM by Danny Martinez »

Offline Felix-The-Ghost

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Re: How to make levels work in worlds.
« Reply #11 on: May 27, 2008, 11:46:49 PM »
Yeah:
Code: [Select]
#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings

map:the name of the file to load minus the prefix
mode: what mode to play, put the number corresponding number
goal: how many points to win
points:just put 1 for now, it makes it worth more points for winning
bonus list: an item you win if you win the round, see above
name:name of the level to appear in game
end world:0-false,1-true
mode settings: see above.

Offline Open

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Re: How to make levels work in worlds.
« Reply #12 on: May 28, 2008, 07:59:55 AM »
Where would you put the item(s) that you would recieve from winning the level? In which 'area'?
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Offline JM Dragon

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Re: How to make levels work in worlds.
« Reply #13 on: May 28, 2008, 09:41:25 AM »
Quote from: "Open"
Where would you put the item(s) that you would recieve from winning the level? In which 'area'?
Quote from: "Big JM"
About the bonus list:
This function allows a player to "earn" items at the end of each round. You need the item codes from above, but that alone will not work. You need to include the position that the player has won in that instance. Here's an example that I see will be used commonly in fortress levels:
1w6

That bonus list item will tells the game to give the winning player a yellow key.
I'm just too lazy to type it again.
 

Offline Felix-The-Ghost

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Re: How to make levels work in worlds.
« Reply #14 on: May 28, 2008, 12:00:34 PM »
you know...I've never gotten that to work with more than one item...
even though it says
Quote
max 1o
or do I not use commas between?
1w3,2p5,3w2
(random #'s but you see what I mean)