TowerClimb

TowerClimb

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TowerClimb Modding & Level Editing Compendium
By games player
Notes on editing the game's level files (2016-2017)
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THE EDITOR
Update: After TCR created our first level from scratch after months of labor using what rudimentary methods we had uncovered, developer Quazi decided towards the major leap of handing over their development editor for the community to use.

This is revolutionary, what took many, many days now takes less than hours to test and perfect.

Download the editor here[www.dropbox.com]

If you are interested in sharing your custom levels, currently the designated place is in the level-making channel of the official TowerClimb discord server, which you can access here.[discord.gg]

HOW TO USE THE EDITOR:

Here is a diagram of the editor and its interface:

The multicolored rectangles represent elements in the level. The actual play area is encased in an outer blue line, and an inner blue line shows the ordinary dimensions of Chapter 1 levels. Objects may be placed in the open area to the right, even under the text field, and the player can go out to these regions and interact with these objects, though the camera will be unable to follow and remains confined to the outer blue line.
The large text field with lines confined to bars of separate tint (which by default houses a single lowercase p) is where details about the thing you wish to place in the level are typed.

Every entity's details always start with a variation of 0/100 on the first line. This is the delay, controlling how many frames after the levels starts it waits to be spawned, whether it may be 30/100, 50/100 and so on. Some entities require a certain delay to function correctly.
On the next line, the entity or type of entity is defined, and on further lines characteristics of that entity are entered, though this varies from thing to thing.

MANDATORY STEPS BEFORE MAKING YOUR FIRST LEVEL! READ THIS:
Every level requires two specific elements before it is playable.

By default the player character is positioned just outside the bottom-left corner of the screen in an inaccessible state where they cannot move or interact with anything. You may have seen this before if you've ever had the game direct you to a nonexistent .lvl file before, loading a completely empty level.

To bring the player out of this state, you need these:
1. A starting door.
0/100 door start
2. A 'setman' entity.
10/100 setman

You need a 'setman' entity because upon loading in, this entity takes the player out of this inaccessible state and teleports them to the starting door, beginning gameplay. (the setman can be placed anywhere, ideally outside of the level.)
You need the starting door of course, so that the setman has somewhere to put the player.

Unlike other entities, the setman should always be set to a 10/100 spawn delay. It only activates once, and if it does so before the starting door has completely loaded in, nothing will happen and your level will still not be playable.

With this done, you can now begin playing and designing your level!

EDITOR CONTROLS:

[S] places an object at the cursor's position.

[F2] places an object differently. Can be more accurate for things like items and npcs.

[F9] deletes the selected object(s).

[C] copies the information of the object the cursor is hovering over to the text field.

[INSERT] replaces the information of the selected object(s) with what is in the text field.

[+] on the numpad switches to a level downwards.

[-] on the numpad switches to a layer upwards.

Arrow keys offset selected object(s) by single pixels, ignoring grid alignment.

Left-clicking selects the object clicked.

Hold shift to select multiple things.

Right-click+drag moves selected object(s) and keeps alignment (or misalignment if offset)

Middleclick+drag to box select

Middleclick on the color picker block to add color information to the current line in the text field.(used as information for certain things like background tint and ambient color)

Mousewheel expands dimensions of cursor (and things placed with the cursor) horizontally.

[Z]+Mousewheel expands dimensions of cursor (and things placed with the cursor) vertically.

(NOTE: Some objects like items are unaffected by dimensions and will always spawn in top-left corner, objects like bodies of liquid and zones will fit to the dimensions, other objects like blocks may fill the area with multiple blocks.)

Using Cheat Engine
Biggest info in case you already know how to do things: The item IDs in Cheat Engine are 1 less than the values used for level-editing. 13 gives you boots in the level editor but 12 gives you boots in Cheat Engine. If you reference my ID list just subtract one from the values there.

Perhaps you may not be interested in getting waist-deep in the level editor, or maybe you are.
But for one reason or another you'd just like to be able to spawn darn items in on-demand while running the game.
Here's how you do it:

1. Have cheat engine[www.cheatengine.org] (They might bundle crap in the installation these days I don't know it's been a long time since I've downloaded it, just uncheck it or whatever.)

2. Have the cheat table someone made for TC so your life is easier.[www.cheatengine.org] (Who and where is the guy who made this, by the way?)

3. Load the TowerClimb cheat table in Cheat Engine, and then attach Cheat Engine to a running TowerClimb process.

4. Check the box for "Get Item Address" and have the climber store an item and fiddle around with the inventory in-game.

5. If the number value for "Item" changes to something other than 0 while you have an item selected, that means it's working and you can now change the number for "Item" to any value you like and it will change the item in your currently selected slot. The IDs for Cheat Engine are one less than they are for level editing so subtract 1 from the values on my ID list before using them.

Lastly, the fellow who made the table also has nifty features for giving yourself potions. It's self-explanatory, just drink and tick just as that top box tells you to and then you'll be able to set your potion values to whatever you like.

Item ID List
(CLICK HERE FOR RAW LIST)[pastebin.com]
I've provided descriptions for some of the items, though I will likely later remove some of them as more items come out to make room on this page, and in favor of putting that info on the wikia instead.

TOWERCLIMB ITEM IDS

1 - Debug Object : Floats upwards through blocks indefinitely, dissapears when stored.

2 - Meat

3 - Mystic Orb : Allows the player to jump extremely high and fall slowly when held. Does not negate fall damage. Very buggy, stops working after depositing or withdrawing another item from the inventory.

4 - Spike : Kills a player or enemy on colission when airborne. Completely safe when holding or not airborne. Does not damage enemies invulnerable to throwing weapons. Sticks into surfaces. Does not float.

5 - Golden Berry : Usually is stationary over generated ceiling vines.

6 - Jump Berry : Adds a layer of jumper's aura when touched by the player and dissapears.

7 - Blast Berry : Creates an explosion upon colission with any entity or surface and dissapears.

8 - Seed : Creates a climbable vine object with 4 stationary berry items when thrown at a surface. Will not activate if not thrown. Berries will fall off if there is an explosion anywhere on the map.

9 - Crate : Can be stood on

10 - Krystelle's orb

11 - Spear : Kills an enemy on colission. Sticks into surfaces. Will not harm the player. Does not float.

12 - Magnet : Unknown functionality

13 - Boots : Increases player walking and running speed by ~0.5x base while stored.

14 - Adrenal berry : Greatly increases all speed.

15 - Leather gloves : Increases player climbing speed by ~0.5x base while stored

16 - Climbing gauntlets : Increases player climbing speed by ~1x base while stored

17 - Vapour wand : Emits an intermittent red glow after a few seconds. Throwing the item at this time will fire an accelerating projectile in that direction. Projectiles do not harm player. Falls slowly and propelled farther by explosions. Sticks into surfaces.

18 - Gold greaves : Increases player walking and running speed by ~1x base while stored

19 - Lantern : Creates a glow that deters ghosts. Creates several harmful lava drips upon colission with a surface and dissapears

20 - Spring box : Launches the player into the air and turns into a Spring box (spent) when the player stands on it.

21 - Spring box (spent) : Bounces the player when standing on it. Will provide a higher bounce if the player holds the JUMP button while bouncing. Also bounces items. Provides more effective item hops.

22 - Hadou orb : Creates a powerful large projectile that penetrates enemies and destroys blocks in the direction thrown when thrown. Will not activate if dropped by crouching.

23 - Invulnerorb - Gives the player temporary invulnerability for longer than a revive potion when thrown.

24 - Key : Unknown functionality

25 - Boomerang - After losing momentum, returns to the player. After a certain time, the boomerang will stop moving and stick into any surfaces it touches. Kills enemies after colliding with them twice. Can be propelled farther by explosions. Cannot be used to item hop. Will not damage enemies who are invulnerable to throwing damage.

26 - Corrode potion : Creates an explosion upon colission with any entity or surface and dissapears.

27 to 29 and 31 - 0 : Icons of the potions from the witch's shop. Acts just like the debug object, except storable. Can be used to item hop indefinitely.

30 - Cooked meat : If the player presses UP while standing and holding the cooked meat, a menu will open with the option to eat meat. Eating the meat will give the player the effect of the adrenal berry for a shorter duration and the item will disappear.

32 - Arcane steak : If the player presses UP while standing and holding the cooked meat, a menu will open with the option to eat meat. Eating the meat will give the player a layer of jumper's aura and the meat will not disappear. Can be used to generate infinite jumper's aura.

33 - Arcane gauntlets Increases player climbing speed by ~2x base while stored

34 - Bitchbane : Swinging weapon. Sticks into surfaces.

35 - Killatonne : Similar to previous item. When the swinging animation finishes, the player will be propelled upwards slightly, enough to reach the side of a block to high, and can be used to transfer from the bottom to the side of a block. Sticks into surfaces.

36 - Flour : When thrown into a block of water, dissapears and discolors the water. When an egg and a blast berry are thrown in, the player can jump up and down in the water to create the blast berry dough.

37 - Egg : Will create a bat if dropped into lava.

38 - Blast berry dough : Will create the blast berry cake if in a level with excruciating heat.

39 - Blast berry cake : Creates an extremely large explosion that destroys blocks and kills enemies when thrown and disappears. Does not harm the player

40 - Exiled blade : Swinging weapon. Deals very high damage. Sticks into surfaces. Turns into Ascender when shot with vapour wand projectile.

41 - Ascender : Swinging weapon. Deals high damage. If JUMP is held longer, the Ascender will allow flight while destroying all blocks and enemies nearby.

42 - Old sword : Slow swinging weapon. Sticks into surfaces.

43 - Elastograp : Sticks to surfaces and pulls the player towards it. Will stop and return to player if RUN is pressed.

44 - Hookshot : Pulls the player straight to any surface it is thrown at. Returns to the player if distance thrown is above a certain length

45 - Winchshot : Will allow indefinite ascend and descent from the position it is thrown. Stops and returns with RUN. Returns to the player if distance thrown is above a certain length. Has range like hookshot

46 - Z-ball : Bounces against surfaces. Will deal damage to all enemies upon colissions shortly after item hopping with it multiple times.

47 - Adhesion berry : Like elastograp but dissapears upon pressing RUN.

48 - Timed explosive

49 - Final sword : Swinging weapon. Especially high attack range.

50 - Tele-jumpers : Causes the player to teleport when jumping while stored.

51 - Calling horn

52 - Brobash's scimitar

53 - Legend fragment

54 - Junk

55 - Arcane Sabatons

56 - Boomerorb

57 - Powder keg

58 - Boiler wand

59 - 0 : Zardo's hat icon displayed when entering the dream stadium. Acts like the debug object, except storable.

60 - 0 : Green climber icon displayed when entering the arcade machine. Acts like the debug object, except storable.

61 - Challenger's sword

62 - Jump ampoule

63 - Kombi's horn : Looks like a calling horn, but doesn't work. Has an icon of another item when stored.

64 - Gun-boots : Function identically to the gunboots from Downwell. Press jump in mid-air to shoot bullets downwards and negate fall damage. After running out of bullets, grab onto a wall or land to reload.

65 - Kingshook : Combination of the aspects of the elastograp, winchshot, and challenger's sword. Hold jump to swing like a normal sword. Deals damage if thrown at enemies.

All IDs after the last one will just create the last item on the list.
Identifier List part 1
item : Defines an item in the level

- see item list

xbg : Defines a room's backgound.

1 - Club Z purple tile background

2 - Solid Color

3 - Segmentation plant wall

4 - ZardoLand wooden wall

5 - Metal panel with grate

6 - Large brick wall

7 - Volt caves rock wall

ambcol : Ambient tint that overlays the level. Color code goes below.

gb : Defines a golden berry plant and how many golden berries are on it

3 - Bunch of 3 golden berries

Any other number - One golden berry

swingball : Defines a singular swingball

Numbers define swingball length, only some are accepted.

All numbers 16-128 should be accepted usually

aircannon : Defines a cannon zone and frequency

Lower numbers indicate higher frequency.

landballs : Defines a swingball zone and frequency

Lower numbers indicate higher frequency

landmines : Define a mine zone and frequency

Lower numbers indicate higher frequency

coloseumzone : Defines a colosseum or colossus

0 - Colosseum

1 - Colossus

sb : Defines a 4x4 block type
















sbs : Defines a 1x1 destructible block











gbzone : Defines a zone where golden berries can appear, these golden berries hang onto blocks

Value controls frequency. Higher means less frequent, lower means more frequent.

bzone : Defines a zone where jump and blast berries can appear, these berries grow on bushes

Value controls frequency. Higher means less frequent, lower means more frequent.

chestzone : Defines a zone where chests can appear

Value controls frequency. Higher means less frequent, lower means more frequent.

ezone : Defines a zone where enemies can spawn(can only spawn on sbs's)

The first number after an ezone will be the enemy number - see enemy list - and the second defines frequency. A higher number decreases frequency while a lower number decreases frequency.

gbzone : Defines a zone where berries can spawn. (can only spawn on sbs's)

First number defines frequency. Higher decreases frequency while lower increases frequency of finding one

fixedchest : Creates a chest, value controls item found inside

- see item list

deco : Defines a background object or decoration
param1[String, Name of decoration. All other paramters optional.]
param2[Int, Sets alternate detail for decoration. 1 for default. Higher numbers can have unpredictable effects on some objects.]
param3[Int, Rotation of the object, from 0 to 360 degrees.]
param4[Signed Int, Whether the decoration appears in the background or foreground, -100 for background, 100 for foreground.]

Below is a list of things that can be entered for the 1st parameter:

stripsign - Neon witch sign attatched to sides of Club Z (param2 alternate forms will have a particular static frame rather than the cycling animation)

zhouse - Zardo's house. Shirt and hat not included.

zshirt - Shirt on Zardo's clothesline.

zhat - Hat on Zardo's clothesline.

zhowindow - Window in Zardo's house

zteddy - Plush of Zardo's GAME animal inside his house

wwroof - Roof at beginning of Zardoland

wwstick - Post holding up roof at beginning of Zardoland

zcourt - Decorative sidelines in Z-ball

wwnib - Screw thing that swingballs hang from.

chuwindow - Window in Temple of Devotion

chustatue - Old man statues from Temple of Devotion

goaway - Sign outisde of Zardo's house

rstnib - Screw thing that laser eyes are attached to.

credhead - Bust of Davio. (alternate form is Quazi)

Invalid identifiers will default to stripsign.

credhead: Defines end of game developer busts

param1[Int, Which developer?]

1 - Davioware

2 - Quazi


lava : Body of lava.

water : Body of water. Can be colored.
param1[ColorCode, colors water]
param2[Int, controls opacity, 0 being totally transparent and 100 being totally opaque]

setman : Causes the player to spawn at the starting door when placed in a level. (requires a 10/100 delay)

swordped : It's the pedestal from the colosseum, with the challenger's sword stuck in it.

igate : It's the spellgate. The value on the 2nd line below dictates whether it confiscates or returns items.

heatblock : It's the brutal boiler block.

wealthblock : It's the item box from the Colossus.

kftorch : Blue torches

kfwitchspecial : The witch that sells extra revives before the fight with krystelle

makedancers : covers the level with a bunch of random dancers from clubz on sbs blocks

dancefloor : covers the top of sbs blocks with a dance floor

zhouse : Zardo's house from the area just after zardoland.

obg: Old background from chapter 1.

(the following zones that start with deco require a 7/100 delay)

decojungle : Randomly gives blocks in this zone the volt cave shock quality and spawns bounce pads on top of them.

decoarcade: Replaces blocks in its zone with arcade alternating blocks.

decomachineworld : Replaces blocks randomly with segmentation plant special blocks.

decomachineworldez : Seems to be the same as decomachineworld.

decotimed : Replaces blocks randomly with timed blocks from zardoland.

cakecrafter : It's just the wibbly wizard.



clubcoin : Coin used in Club Z, cannot pass exit bouncer unless all are collected

credtext : Text displayed on credits screen.

rusttiles : Randomly sets alternate block types, spawns spikes, spinners, spikes, lava pools, and other Zenith details.

lfzone : Creates legend fragment receptacle and applies special visual effect to level. Includes old man head above.

antitele : Zone which prevents teleporting

churchmist : Unknown, can make the entire playing field invisible under wrong circumstances?

churchtiles : Randomly sets alternate block types differently than templetiles, can sometimes cause old man statue generation.

airpath : Creates 4 cannons at the corners of this zone

zlandsign : Zardoland sign.

landcannon : Unknown

trackgate

trackswitch

singletrack

tracknode

trackinit : Allows tracks to spawn on the map when placed anywhere

ridetrack : Area in which tracks can spawn

crowdloop : Creates animated background crowd seen in zball.

chuezone : Unknown

ch2feeling : Creates chance for level feelings for chapter 2
param1[String, Effect to choose]

redfeast - Bloodlust modifier used in temple.

bballnetmulti : Creates a basketball net but no scoreboard, creates numbers above player's heads and starts the game on its own.

bballnet : Creates basketball net and scoreboard.

bghole : Creates large hole in background wherever it is placed.

skyopacity : Opacity of overlayed sky and cloud texture.
param1[Int, Opacity control 0-100]

skycol: Coloration of sky
param1[ColorCode, Coloration]

NOTE: The first color set will be vibrantly accurate to the color code set. Further changes will cause the sky to be a darker combination of the new and previous colors.

witchzone : Zone in which the witch can spawn

paint : Unknown
Identifier List part 2
door : Defines a start or end door

2nd line config:
start - Start door

end - End door

3rd line config: (Left empty if start door)

next - Increments to next chapter2 level

(lvl name) - Type the filename of a level and the door will take the climber here (Don't type .lvl after)

4th line config: (Used to add special quality to end door, can be left blank for normal function)

1 - Displays "won the match" or "finished the tutorial" but allows the player to restart instead of only returning to menu.

2 - Displays "conqured the tower" ending. "unstoppable" may replace this under certain unknown circumstances.

3 - Displays "king of battle" ending.

4 - Plays xspell sound effect when entered instead of door fanfare and brings player to level specified

5 - Displays "finished the tutorial" ending in tutorial and "won the match" ending anywhere else.

doorzone : Defines a zone where the start or end door appears

Same configuration as door.

loadchan : Loads a music file to an audio channel (OPERATES WITH 4/100 DELAY)
2nd line configration - The number of the channel. Only use channels 56-63 or errors could occur.
3rd line configuration - The file to be loaded from the music folder, like eq1.ogg

playchan : Plays channel and whatever is loaded on it (OPERATES WITH 5/100 DELAY)
2nd line configuration - The number of the channel.

muszone : Specifies a zone for music to be played from a channel Required for music to function.
2nd line configuration - The number of the channel.
3rd line configuration - Type 1 here, not sure why, but you need it.
4th line configuration - Type 0 here, not sure why, but you need it.
5th line configuration - OPTIONAL: If you type omni here, the music will play everywhere in the level, the muszone may be placed anywhere and does not need to encompass the level. If you only want the music to play in a specific zone, don't type anything on this line, just make your muszone large and layer it over a the portion of the level you choose.

npc : Used for some interactive or animated scene elements.

1 - Club Z Bouncer : From beginning of Club Z level

2 - Nothing?

3 - Expanding and contracting bubble

4 - Zardo : From Zball

5 - Zardoland message

6 - Arcade machine

7 - Krystelle : From end of chapter 1

8 - Temple of devotion obelisk

9 - Club Z bartender and bar

10 - Club Z bartender

11 - Krystelle : From the Hidden Keep. Will trigger the fight when interacted with.

12 - Tutorial sign

13 - Club Z Bouncer

The number on the next line can control what text this npc displays when interacted with, though it can only select from predetermined text stored in the executable.

areatitle : The title that displays when the level is entered. (Operates with with a 7/100 delay)

Write the area afterwards.

tgbzone : Defines a zone where golden berries can appear, these golden berries spawn ontop of blocks

Value controls frequency, higher means less frequent while lower means more frequent.

zfbg : Space background used during the Zardo fight

e : Defines an enemy

First value defines enemy type, second value defines the variant

0 - Cyan, pink, blue, and yellow square

1 - Poisonous floaters from the Volt Caves

2 - Beeble (blue volt caves creature)

3 - Jump Aura Elephant-thing from Volt Caves

4 - Angered Bouncer

5 - Yellow/Pink/Blue/Boss Zardoland guard - 0 for yellow, 1 for pink, 2 for blue, 3 for boss

6 - Overseer

7 - Prostrator

8 - Brobash

9 - Leech

10 - Unused enemy

11 - Unused enemy

12 - Unused enemy

13 - Colossus bosses - second digit 0 for warrior, 1 for wizard

14 - Krystelle

15 - Corrupt Watcher

elevator : (Operates with 5/100 delay) An elevator from colosseum/colossus that takes you to an elevatorgoal with the same ID

1st value:
ID - Elevators will take you to the elevatorgoal with the same number as is located here.

2nd value:
0 - Elevator can be used only once.
1 - Elevator can be used an unlimited number of times.

elevatorgoal : (Operates with 6/100 delay) The position that the elevator moves to when activated

1st value:
ID - Elevators with the same number as is here will be associated with this elevatorgoal.

viewbox
: When standing inside the position of the viewbox, the camera will remain centered on a viewpoint of the same ID

1st value:
ID - Number determines association with which viewpoint.

viewpoint
: When standing in a corresponding viewbox, the camera will be moved to and remain cented at this object.

1st value:
ID - Number determines which viewbox activates this viewpoint.

guilotine
Singular guillotine object from Zenith.

dig : For level generation. (RNG Delay application to after blocks spawn) Cuts paths through blocks, evenly spaced horizontal lines of empty space across the length of its zone, and vertical cuts connecting each one, guaranteeing the climbability of the tower.

The number here represents the space left between horizontal cuts. Only use 2 and higher. 2 leaves a horizontal solid space one block tall between cuts, 3 leaves a horizontal solid space two tall between cuts, and so on.

shred : For level generation. (RNG Delay application to after blocks spawn) Cuts out spaces of blocks randomly throughout the area it covers.

1st Line Configuration:
The number here controls the frequency of cuts. Higher number = more cuts.

2nd Line Configuration:
The number here is the horizontal width of each cut made.

3rd Line Configuration:
The number here is the vertical height of each cut made.

templetiles : Applies alternate tiles randomly to affected blocks in its zone and adds short grass
Identifier List part 3 (c)
c : Defines certain entities. Seems to be capable of spawning any sprite in the game, though incapable of adding parameters that may be vital to their function. :(

zlandsign - Zardoland sign

witch - Witch

wplat - One way platform

spikes - Spikes

indestruct - Indestructible skull block

mancan - Cannons that are typically found in zardoland 3 and 4.

edog - Hounds from chapter 1. Randomly barks and can be moved using arrow keys and the jump button in conjunction with the player.

bat - Bats from chapter 1. Same issue as edog.

beetbox - Beetles from the hatchery.

baloon - purple balloon plants that float whilst a player is standing on it

ghost - Ghost from the path of exile that has different movement ai. It follows the player and has a 50% chance to take their soul.

star - The stars that fly out of a player when stunned or when a item like the spear hits an enemy that does not take damage from it and deflects/consumes it

gstick - The magic glowstick thrown by the glowsticker in clubz

bdogbox - Motherhound from colossus and colosseum. Randomly barks and can be moved using arrow keys and the jump button in conjunction with the player.

ratbox - Rats from the ground floor.

abox - A square multi-colored box that responds to player controls

seg - Part of the worm that follows you. Can take damage and on death will notify that you've started the quest for the ascender. Does not drop anything on death?

bagthrowy - The beta item

bagthrows - The beta item

cpotion - A corrode potion that cannot be grabbed or stored, leaves a red trail behind it as it falls/moves. Does not slow down in water.

lava - A bunch of lava spreads out from wherever this entity is placed

chest - Spawns a chest

cakeman - The crafter, albeit hungry. Feed him something to hear what he has to say about it.

icicle - The icicle in the ruins. Falls down if any block is destroyed. Can be destroyed with the sword.

jelly - A jelly fish in water levels

fish - Piranha's in water levels

ice - The slippery ice block from the ruins

puff - A small white smoke cloud that immediately dissipates.

lp - A single drop of airborne lava

seeder - a plant that spits out seeds in the conservatory

seed - seed from seeder plants in the conservatory

aa_zf - Zardo from the top of the tower. Teleports you to the top of a level and fills it with purple lava if no keys are present to tell Zardo where he should be. Works properly in zf1.lvl and zf1t.lvl

spinblade - The spinning fans from fatal flight and soul crossing. Can be destroyed with a killatonne.

a_guilo - (Use guilotine in sect. 2 instead) Guillotines from zenith. If not placed in a proper position it will not work correctly. Can be destroyed with explosives.

a_spinner - The turning blade from zenith. Can be destroyed with explosives.

larva - An egg that hatches a flying beetle. Swords can destroy it.

kbox - Krystelle in the first boss fight, floats if you get too close. She does not cast any spells or summon enemies to kill you.

wasp - A single wasp that follows and stings a player. Killed by lava.

hive - Wasp hive that sends out 3 wasps to sting the player if close by. Can be destroyed by swords, giant worm and explosives. Drops a golden berry.

wormjaw - Jaws of the giant worm. These clamp and release blood particles when the player touches them, but does not actually hurt the player. Blocks overlapping the jaws are also destroyed when this happens.

ewiz - Zardo from ch1, INSANELY bugged. Have fun?

worm - Small worm from ch1.

ptree - Tree from statue room.

nrskull - Skull effect that rises when the player is permakilled.

esmoke - White cloud that dissipates after a few seconds. Causes the screen to shake when the player is inside it.

tire - Bounce pad from volt caves. Does not work, player just passes through it.

tirebox - Bounce pad hitbox. Actually works but is completely invisible. Could be layered with tire so that the player can see it, but still would not "wiggle" when bounced.

a_zfp - Projectile from the Zardo boss fight which moves to the right.

a_guilorope - Guillotine chain stretched infinitely upwards and downwards.

awheel - Zardoland wheel. Does not move but can be placed on top of a_rail, though it may cause the game to crash if it spins off the edge.

a_rail - Zardoland horizontal single rail.

a_railswitch - Zardoland rail switch. Not connected to anything in this state.

a_zbe - Long constant horizontal laser which destroys the player on touch. (from zardo's boss fight)

a_zfbeam - Small graphical sliver which does not do anything. May be used to animate zardo's beams in another state?

a_lfb - Legend fragment receptacle. No nodding old man head above. All functional, ticks and everything, though may not take the player to proper location.

seg - Segment of worm which pulsates and follows the player. Passes through blocks but is slowed, and creates particles and noise as if the worm is chewing through them, but has no actual effect on the terrain or player.

a_sshade - Big black rectangle which covers up everything except the player, terrain, and enemies.

spikeblock - Spike trap from pushman!!!

longblock - Tall block from pushman!!!

controlblock - Same as a_sshade, maybe bigger though?

czdancer - The club z dancer that bounces the player horizontally on impact.

czdf - Club Z dancefloor tile. Not animated, just a thin white rectangle that does nothing.

manstat - Head statue from after krystelle's test. Works correctly.

ewizbox - Similar to ewiz, but the effect of the insane bugginess strictly originates from this object's placement.

cloud - Large static white cloud that obscures everything behind it.

gdot - White dot icon from log.

gline - Large white box that covers the player, background, and other things.

intrograss - Long yellowed grass from the intro and the first level of the tower.

dudegrass - Tiny and uninteresting grey grass tuft.

grasstopper - Short green grass.

dtstar - Static full sprite of the star that appears when an item is stored.

bullet - Puff animation spewed from gunboots when fired, spewed to the left.

runicshine - Shiny transparent square.

cmrunic - Tower of ascension from floor 101.

seed - Flying seed from the Conservatory.

seedvine - Tiny tuft of vine from Conservatory.

c2mb - Small dark exclamation point.

c2mtitle - Chapter 2 Towerclimb logo.

c2gf - Text that says chapter 2 on menu screen.

c2mtb - Bottom part of tower silhouette on ch2 menu screen.

c2mm - 2 dark pixels. (little man representation on the ch2 menu)

c2mbg - Background graphic on chapter 2 menu.

c2mbr - Animated bird sprite from ch2 menu.

c2mtt - Top segment of tower background from ch2 menu.

lnflare - Static red flare object (likely involved in zardo fight.)

snow - Thin white flickering sprite, creates white puff particles when player moves through it.

glow - White glow which quickly fades.

bgcloud - Background cloud graphic.

roof - Lava drip roof that appears over doors in the heart.

clothes - Whatever it is, it makes the player death sound upon existence and nothing afterwards.

gas - 1 block wide strip of conservatory gas which progresses downwards an uncertain distance and then disappears with "The door is unlocked" text displayed. Can cause an issue because it plays whatever is loaded to the ch1 music channel after disappearing and may create overlapping music tracks.

mwbigblk - Big explosive block from segmentation plant. Does not contain lava, pretty much harmless though it does destroy blocks around it.

wbs - Block from ch1 that cannot be climbed on from the bottom.

mpnum - Number that appears over player's heads in vs. zball. Does not increment.

dudepbg - Large white square, covers stuff.

treebig - Background tree from intro.

cryslaser - Tiny orange segemnt of laser from laser eyes in Zenith. Not harmful, player passes through it.

witchui - Large written text which says "Bring me berries and i'll brew."
Identifier List part 4 (c)
settsbtn - Arrow button from settings menu.

zbbsb - Basketball scoreboard. No text.

musb - White square with music note icon.

rgbslider - Slider line used to select color in options.

rgbshow - Green tall rectangle which can

axbs - Frame used for arcade blocks. Player just passes through it.

armored - Multiple things randomly, these words seem to function as categories and are randomly different entities that are assigned to that category in-game, thus I will call these Category Spawns. Can be trackgate, mwbigblk, beetle larvae, wealthblock containing an item, indestruct, stadium floor.

cimpact - Category spawns. Can be seeder, cmrunic, an sbs, anticlimb, jelly, mwbigblk, nothing, ice, ewiz, worm, awheel, icicle, seg, wbs, the pushblock, an sb, hive, larva, a_spinner, bat, baloon, the stand of a zball net...

notele - Category spawns, true to its name, none of them can be teleported through. Can be anticlimb, indestruct, white square that is a spellgate, green square with red no symbol, an sb, cmrunic, an active wealthblock,

climby - Category spawns. Can be an isolated net, mwbigblk, an sb, indestruct, a pushblock, trackgate, ice...

wallable - Category spawns. Can be a pushblock, indestruct, an sb, an sbs, trackgate, cmrunic, wbs, mwbigblk, an active wealthblock, ice...

solid - Categorical. Solids include sb, sbs, trackgate, huge distorted long green solid, cmrunic, ice, indestruct, longblock, wbs, cmrunic, anticlimb, mwbigblk, the BIG wbs, wealthblock, pushblock, little block that i think is a pushman block.

a_shock - Red projectile effect. Not harmful, but cool.

woodgrid - Crossing wood bars decoration.

chr - Small sprite which rapidly animates between many text characters.

ag - Volt cave floater, no interaction, abruptly dissapears after a while.

elechain - Chain from elevator.

chest - Chest.

kportal - Portal which animates produced a sound and dissapears that Krystelle uses in her ch1 battle.

gamecoin - Silver coin from Zardo's Gallery.

zbbmsco - Number 8.

ag_b - Rapidly animating features of zland goon.

acoast - Square containing circle and multicolored edges.

basketpole - Basketball pole. No net.

basketnet - Isolated basketball net.

logo - A GAME BY DAVIOWARE text graphic.

picdisplay - Purple large square that covers stuff.

dtcard - Blank card slot from death cards screen.

whitefade - White large square that covers stuff.

glogtxt - 1234567890 reading in small white text.

settings - obscures stuff on the playing field

ditmgfx - It's the image of the skull for centurial trials on the selection screen.

man - Nothing visible, but it makes the death sound immediately upon existence.

sprite0 - Nothing

sprite1 - Nothing

sprite2 - Small blue square which continuously moves to the right.

sprite3 - UI box containing a depiction of the earth.

sprite4 - Large, oddly shaped empty flask.

sprite5.- Tiny scaled down sprite of the door from the old intro.

sprite6 - Huge image of the portal doorway in the selection screen.

sprite7 - Huge image of the portal texture used in the doorway of the selection screen.

sprite8 - Animated crowd from Dream Stadium

sprite9 - Nothing

sprite10 - Question mark potion from the options menu.

bagselect - Nothing visible, but it makes the death sound immediately.

mpinvboard - Inventory menu sprite.

sun - Static circle of glow.

wb - Larger version of a wbs block. Not even its sides can be climbed.

wizspell - Bolt that ch1 zardo fires. Breaks blocks. If it hits the player it explodes like any other collision but the player is completely unharmed and nothing happens.

windy - Wind gust from ruins, blows to the right.

emote - Static sprite of the question mark popup that the climber expresses before an event.

deco - Stripsign default decoration.

npc - Static bouncer sprite.

flare - Pointed flash of light that quickly fades, the one at the very end of the screen-closing effect after entering the level selection portal.

lightning - Lightning effect from outside the chapter 1 tower. It's only visual, harmless and silent. Better spawn it with a delay or else you might miss it!

tracer - Tiny little white arrow-ish sprite that fades after a few seconds.

infopost - Sign from top of ch1. Has only 0 as its text.

gametent - Zardo's gallery tent. You can interact with it normally and it will teleport you to where the gallery game normall would take place in the level, but no coins or events spawn so every stage gets passed because there are no coins left. The three chests spawn when the game ends. You can manually create gamecoins and these will make it possible to lose. Zardo will spawn after enough time like he does in the regular game.

water - A single puddle of water from ch1. Will be destroyed if not kept together by surrounding blocks.

wtarr - Not sure. It makes a water splash sound effect.

reflectbigw - A somewhat large water reflection of the tiles above.. Not actually water, just visual.

cboom - Rapidly flashing circle which ultimate vanishes.

czspot - Huge very intensely bright spotlight facing towards the left.

apfx - Animation of the store effect.

a_wdep - Causes freezing and can potentially crash your entire display driver! It does not affect everyone but it certainly crashed the heck out of my computer. Does nothing else in-game, no visual elements.

druggy - Briefly induces the screen effect from when the Club Z dancer gives the climber the adrenaline drug or when they are stung by a floater.

eyecone - Static sprite of the red light cone emitted by the watchers, facing to the right, no visual effects or interaction.

slashsw - Animation of the sword's slash.

bbz - Active Zardo from Dream Stadium. Has a red sprite behind him.
Level List
Here are all the game's default .lvl files, and what is inside them, in alphabetical order.

acen.lvl - Hidden Keep
aint.lvl - Club Z to Temple of Devotion Passage
arc1.lvl - Arcade Level 2
arc2.lvl - Arcade Level 3
arc3.lvl - Arcade Level 1
br1.lvl - Thickly generated room of endgame bricks and pillars (unused)
chu1 - Temple of Devotion
chu1t - Temple of Devotion (as far as I can tell)
chu2.lvl - Temple of Devotion Final Level
chu2_old.lvl - Temple of Devotion Final Level (as far as I can tell)
churst.lvl - Temple of Devotion to Zenith Passage
colo1.lvl - Colosseum
colo2.lvl - Colossus
cre1.lvl - Credits
crystal.lvl - Sparsely generated room of Ground Floor stone in Club Z (unused)
cz1.lvl - Club Z Level 2
cz2.lvl - Club Z Level 1
czo.lvl - Club Z Exterior
eq1.lvl - Chapter 1 to Chapter 2 passage
grap1.lvl - Brutal Boiler
jg1.lvl - Volt Caves Final Level
jg2.lvl - Volt Caves
jg2t.lvl - Volt Caves (as far as I can tell)
kcs.lvl - Krystelle's Room
lf1.lvl - Legend Fragment Monument
rst1.lvl - Zenith
rst1t.lvl - Zenith (as far as I can tell)
rst2.lvl - Zenith Final Level
sc1.lvl - Elastograp Training Zone (unused)
sg1.lvl - Segmentation Plant Outside (unused)
sg2.lvl - Segmentation Plant
sg3.lvl - Segmentation Plant 2
sg4.lvl - Segmentation Plant (as far as I can tell)
sgjg.lvl - Segmentation Plant to Volt Caves Passage
temptst.lvl - Colosseum with spinning swingballs and no legend fragment (unused)
testroom.lvl - Empty room only containing two doors (unused)
testzone.lvl - Small box of Ground Floor stone (unused)
tut.lvl - Tutorial
ww1.lvl - Zardoland 1
ww2.lvl - Zardoland 2
ww3.lvl - Zardoland 3
ww4.lvl - Zardoland 4
zbb.lvl - Dream Stadium
zbbm.lvl - PvP Basketball
zf1.lvl - Tower's Top (entrance at top) (unused)
zf1t.lvl - Tower's Top (entrance at stairs)
zho.lvl - Zardoland to Club Z Passage
zint.lvl - Zardo's House
Music List
This is a key for easy lookup of the game's music filenames, their equivalent names on the game's official OST, and where in the game they appear. I can say that with as much time I have spent working on the game and interacting with its files, I have recalled their use from memory without needing to listen.

arc1.ogg - 2nd level of Arcade. {Arcade - Zyber Space}

arc2.ogg - Near arcade cabinet that provides entry to Arcade. {Arcade Hall}

arc3.ogg - 3rd level of Arcade. {Arcade - Digital Jumpling}

arc4.ogg - 1st level of Arcade. {Arcade - Man in Machine}

archall.ogg - Background noise from transition level between Club Z and Temple when not near the arcade cabinet. {Tower Ambience}

beetleroom.ogg - Plays in rooms where "The air throbs." in Centurial Trials, being filled with beetles. {Beetle Filled}

beetleroom_old.ogg - Unused {N/A}

c2t.ogg - Chapter 2 Title Screen {Chapter 2 - Title Theme}

chu1.ogg - Temple of Devotion {Temple of Devotion}

clear.ogg - Jingle that plays when door to next level is entered {N/A}

colo1.ogg - Colosseum/Colossus theme. {Colosseum - Main Theme}

colo2.ogg - Plays when Brobash appears in Colosseum. {Colosseum - Brobash, Strongest Man}

core.ogg - Plays in !!! levels, sped up in purple lava levels. {Fire Pressure}

cz1.ogg - 2nd level of Club Z. {Flex Flash}

cz2.ogg - 1st level of Club Z. {Strobe Fluctuation}

czo1.ogg - Plays when in level outside Club Z when far away {Club Z - Outside (far)}

czo2.ogg - Plays when in level outside Club Z when near {Club Z - Outside (close)}

DAR.ogg - Plays in Soul Crossing at a significantly higher speed. {Soul Crossing}

dead.ogg - Unused {N/A}

death.ogg - Unused {N/A}

dore.ogg - Plays on top of ch1 tower. {Chapter 1 - Ending}

epictut.ogg - Tutorial {Overly Epic Tutorial Music}

eq1.ogg - Stock transition room before Segmentation Plant {Chapter 2 Equipment Room}

feelingfaint.ogg - Plays when Krystelle enters the room in the ch1 fight. {Krystelle Appears}

fillwater.ogg - Used as a sound effect for when Krystelle fills the room with water {N/A}

funfun.ogg - Zardo's Gallery {Zardo's Gallery}

howmany0.ogg - Mode selection screen, 0 players. {Enter the light (Player Select)}
howmany1.ogg - Mode selection screen, 1 player. {Enter the light (Player Select)}
howmany2.ogg - Mode selection screen, 2 players. {Enter the light (Player Select)}
howmany3.ogg - Mode selection screen, 3 players. {Enter the light (Player Select)}
howmany4.ogg - Mode selection screen, 4 players. {Enter the light (Player Select)}
howmany5.ogg - Mode selection screen, 5 players. {Enter the light (Player Select)}
howmany6.ogg - Mode selection screen, 6 players. {Enter the light (Player Select)}

invulnman.ogg - Plays when the player has the invulnerability effect. {N/A}

itgrows.ogg - Conservatory. {Conservatory}

jg1.ogg - 1st and 2nd level of Volt Caves. {Volt Cave - Unforgiven Evolution}

jg2.ogg - 3rd level of Volt Caves. {Volt Cave - Decomposed Transistor}

kf1.ogg - Hidden Keep battle with Krystelle {Krystelle Final Battle Theme}

kscene - Krystelle's throne room. {Krystelle's Throne}

LavaTrap.ogg - Lava {Lava Rising!}

LavaTrap_old.ogg - Unused {N/A}

midnighttension.ogg - Fatal Flight, plays at slower rate in-game. {Fatal Flight}

murkyearth.ogg - Hatchery. {Hatchery}

NotLikeTheOthers.ogg - Ch1 fight with Krystelle, plays after feelingfaint.ogg. {Krystelle's Test}

notpeaceful.ogg - Giant worm. {Giant Worm}

notyours.ogg - Ch1 Zardo occurence theme. {Zardo wants to steal!}

OL4.ogg - Unused {N/A}

onemansfate.ogg - Heart. {Heart of the Tower}

rainloop.ogg - 1st level of ZardoLand after leaving platform. {N/A}

rst1.ogg - Zenith. {Zenith - Road to Space}

ruinfrosted.ogg - Ruins {Ruins - Frozen Ascent}

Rustpoint.ogg - 2nd level of Segementation Plant, also plays in beginning of seg-volt caves transition level. {Segmentation Plant - Segmented Sewer}

sgjg.ogg - Transition level between Segmentation Plant and Volt Caves. {Volt Cave Entrace}

sp1.ogg - Unused. {N/A}

sp2.ogg - 1st level of Segmentation Plant. {Segmentation Plant - Cubes of Iron}

sp2_old.ogg - Unused. {N/A}

st2.ogg - Credits level - {Credit Climb}

stadiumtheme.ogg - Dream Stadium theme pre-game. {Dream Stadium Theme}

superfrosted.ogg - Unused {N/A}

taintedearth.ogg - Unused {N/A}

TCAwaken.ogg - Intro theme. {Intro Theme}

TCmain3.ogg - Unused {N/A}

TCtitle.ogg - Plays when the climber dies. {Man has fallen (death theme)}

theman.ogg - Room with statue after ch1 Krystelle battle. {Room with the Statue}

TheTower.ogg - Chapter 1 main theme. {Chapter 1 - Title Theme}

towertension.ogg - Brutal Boiler room, and in lava area of 2nd ZardoLand level. {Brutal Tension}

ToxicFlight.ogg - Ascension, and very slowly when near Path of Exiles door. {Ascension}

vertigral.ogg - Segmentation Plant in Centurial Trials. {Segmentation Plant - Trials}

witch.ogg - Witch. {Witch Theme}

witch2.ogg - Witch theme featuring only sound effects. Plays in Hidden Keep. {N/A}

ww1.ogg - 1st level of ZardoLand, on starting platform. {ZardoLand - Dangerous Dream}

ww2.ogg - 2nd level of ZardoLand. {ZardoLand - Precarious Plight}

ww3.ogg - 3rd level of ZardoLand {ZardoLand - Midway Momentum}

ww4.ogg - 4th level of ZardoLand {ZardoLand - Cannon Crossway}

wwsign.ogg - 1st level of ZardoLand after activating sign. {ZardoLand - Sign Theme}

yetanotherman.ogg - Ground Floor. {Yet Another Man}

zbb1.ogg - Z-Ball part 1. {Zball - Casual}

zbb2.ogg - Z-Ball part 2. {Zball - Show ur Skillz}

zbb3.ogg - Z-Ball part 3. {Zball - Mid Game}

zbb4.ogg - Z-Ball part 4. {Zball - Turbo Time}

zbb5.ogg - Z-Ball part 5. {Zball - Overdrive Heat}

zf_cli.ogg - Final part of Zardo fight.

zf1.ogg - Zardo fight part 1. {Final Battle 1 - Legendary Wizard}

zf2.ogg - Zardo fight part 2. {Final Battle 2- Muscle Time}

zf3.ogg - Zardo fight part 3. {Final Battle 3 - Heavy Handed}

zf4.ogg - Zardo fight part 4. {Final Battle 4 - Tense Momentum}

zho.ogg - ZardoLand-ClubZ transition level. {Unlikely Outcrop}

zsec.ogg - Segmentation Plant-Volt Caves transition level Legend Fragment secret. {Secret Zone}

zslum.ogg - Zardo's House interior. {Bedtime House}


Menu Items
By editing the exe I was able to change what items the crafter provides to the player, however it uses a completely seperate set of IDs than the game's items. This isn't very useful for level editing since you have to modify the exe and doing such requires a copy of the exe that runs independently of steam, and there are legal issues associated with distributing such a thing.

EDIT: These actually apply for all menu options in the game, such as those for the witch or when entering the arcade machine.

They are formatted like this /1/1/1
What each number means:
The first number is what thing the menu option does, also controlling the icon.
The second number is how many berries it costs (0 if it's not supposed to cost anything)
The third number is always 1. No matter what. I don't know why but it is.
Here are a list of the possible products (the ones that go in the first number space)
500-600 AFFECT THE CRAFTER, THESE ITEMS SPAWN DIRECTLY AT HIS LOCATION, AND HE IS SET TO "pay fee" MODE AFTERWARDS.

1 Jump Potion
2 Corrode Potion
3 Teleport Potion
4 Revive Potion (Will not give a potion if the player has one.)
5 Gives adrenal berry effect (Eat Meat)
6 Skip Info (Outside of zardo's gallery does nothing but display text, "Let us begin then!")
7 Revive team
8 Gives 1x jump aura (Eat Arcane Steak)
9 Flour bag
10 Enter Dream (may not send the player to the proper location)
11 Enter Machine (may not send the player to the proper location)
12 Gives 4x jump aura (Jump Shot)
13 Extra Revive (The player can get this an infinite amount of times)
14 Easy Mode Revive Potion (The player can get a second if they already have one)
500 Junk
501 Cooked Steak
502 Spring Box
503 Spear
504 Gold Boots
505 Gold Gloves
506 Arcane Gloves
507 Old Sword
508 Challenger's Sword
509 Telejumpers
510 Hookshot
511 Elastograp
512 Winchshot
513 Blast Berry Cake
514 Seed
515 Hadou Orb
516 Leather Gloves
517 Boots
518 Brobash's Scimitar
519 Arcane Sabatons
520 Arcane Steak
521 Boomerorb
522 Powder Keg
523 Extra Revive (deposited directly into player's inventory)
524 Calling Horn
525 Eight Golden Berries (deposited directly into player's inventory)
526 Jump Ampoule
527 Gunboots
528 Kingshook
600 Pay Fee
9000 BFF ending
9001 Deny BFF ending (does nothing outside of Krystelle fight.)

An invalid number will yield a blank inventory space icon and it will be impossible to accept the nonexistent item.
wizspell Interactions
These can be fun so I thought I'd document some of these.
If I state the interaction is "nothing," I mean that the product of the transformation immediately assumes its normal properties in every way.
Possible Transformations:
Crate
Vapour Wand
Adrenal Berry
Invulnerorb
Hadou Orb
Blast Berry
Seed
Spike
Lantern
Boot
Golden Greaves
Gloves
Golden Gauntlets

Interactions:
Untested items are unmarked numbers. Items that have been tested and have no interactions have been denoted with a semicolon.
1 ;
2 ;
3 ;
4 Spike - Item will still deal throwing damage and be consumed on collision with an enemy.
5
6
7
8
9
10
11
12
13
14
15
16
17 Vapour Wand - Refuses to transform, is unaffected.
18
19
20
21
22
23
24
25
26
27
28
29
30
31 ;
32
33
34
35 Killatonne - Item sprite will be highly distorted and enlarged.
36 ;
37 ;
38
39
40 Exiled Blade - Is exclusively transformed into the Ascender on hit which assumes normal properties.
41 Ascender - Refuses to transform, is unaffected.
42 Old Sword - The transformed item will be long.
43 ;
44 ;
45 ;
46 Z-Ball - Transformations have extremely tiny shrunken sprites and continue to be bouncy like the Z-ball
47 ;
48 ;
49 ??? - Distorts and can cause the sprite of the item to be rotated or stretched. The item will very slowly gravitate to the player.
52 Brobash's Scimitar - Item will be upside-down when facing to the left. Player holds it like a sword.
53
54
55
56 Boomerorb - If thrown into Zardo's beam, the product will spawn with great velocity. It will fly about and chase the player with much more speed and potency than if the boomerang were transformed. Can produce some useful effects. Crates can be ridden. Vapour wand can be item hopped with infinitely. Spear allows for on-demand zipping/teleportation through blocks.
57 ;
58
59
60
61
62
63
64 ;
65 Kingshook - Same as scimitar.
19 Comments
D.A.R.K. 1 Sep, 2017 @ 12:18pm 
Thanks, I asked that but I manage to do what I needed already.
I was searching for some items to take and save SS to make some Icons.
D.A.R.K. 31 Aug, 2017 @ 7:03pm 
There's anyway to spawn items in the game? Using console commands or cheating?
Maybe editing a map and add 4 Chests right in the beggining to find Gun-Boots, Junk, Timed Grenade and Kings Hook.
BeavisOfArabia 17 Jul, 2017 @ 12:23pm 
Some more entities: a_wc(zooms in on your character???), a_rail, a_railswitch, b_gate, a_guilorope, a_elevator, a_zfbeam, a_zbe, gametent, a_colo, a_lfb, a_credtext, ag_b and ag. Still looking around for more.
BeavisOfArabia 17 Jul, 2017 @ 11:30am 
Here's the video, showing that it is possible to have 2 zardos present at last stage https://www.youtube.com/watch?v=AK0ESSzRrPI&feature=youtu.be
BeavisOfArabia 17 Jul, 2017 @ 7:10am 
Just had a fight against 2 zardos :D
BeavisOfArabia 17 Jul, 2017 @ 6:29am 
Oh my bad, zardo fight is triggered in every level if you add the entity. Just had a typo.
BeavisOfArabia 17 Jul, 2017 @ 5:54am 
Some more entity names: czdancer(the dancers that push you, however this one does not turn at all), gstick(glowstick), czdf(dancefloor, can be merged with other blocks so you can have a segmentation plant trap/any other block with a dance floor on top), and the best entity find yet, aa_zf (zardo fight zardo, teleports you very high, spawns purple lava and etc. does not trigger in all levels).
BeavisOfArabia 17 Jul, 2017 @ 2:58am 
Sure, I'm always here to talk :happymeat:
BeavisOfArabia 16 Jul, 2017 @ 1:56pm 
Just a question, how do aircannons and landmines work? Seems like whenever I try to add them they never work. By the way, check out these new screenshots from using the scary door :D
BeavisOfArabia 16 Jul, 2017 @ 5:37am 
Even more entity names:bdogbox(mother hound), edog(hound), beetbox(beetle), ratbox(rat), toxicp(ascension toxic plants), wormhead(worms head, does not deal damage), wormjaw(deals damage), larva(egg that hatches into a beetle), kportal, a_spinner(spinner in zenith,) a_guilo(guillotine in zenith), manbox(spawns another you, basically playing coop with yourself), gamecoin, bullet, a_zfp, vine, spinblade(blade in fatal flight), cryslight, cryslaser, basketnet, basketrim, scarydoor(fun door, recommend to add it in segmentaion plant or any other level for maximum fun), jumpberry and that's all for now. Will be checking for more later on.