If you think you might still be missing something after pressing F1 everywhere on KS+, this is a complete transcript of all F1 descriptions.
Bear in mind, there's
some typos in the original descriptions.
They will be fixed in the upcoming KS+ update.
You won't find them in this transcript.
(Warning: Gigantic)
Preview Switch (the WaDF ball in the upper left corner): "Click to toggle adjacent screen previews.
When eyes are open, screens are drawn slow and accurate"
LayersAny tile on the screen (layer 0-2): "Click to draw a tile into the background. Right Click to select a tile.
Shift + Click to fill. Shift + Right Click to replace. Hold Ctrl to select area."
Any tile on the screen (layer 3): "Click to draw a collision layer tile. Right Click to select a tile.
Shift + Click to fill. Shift + Right Click to replace. Hold Ctrl to select area."
Any tile on the screen (layer 4-7): "Click to add an object. Right Click to select an object."
Middle PartBorder Color (the square in the lower left corner of the screen): "Click or Right Click to change the canvas border color."
Script: "Expand or close the script editor panel.
Keyboard Shortcut: F3"
Test Level: "Click here, then on the canvas to test the game.
Click here again to cancel."
Set Start: "Click here, then on the canvas to set the level's start position.
Click here again to cancel."
Change Indicator (beside Set Start): "A yellow color indicates changes have been made."
Guides (the X between layers): "Click to show or hide guides on the canvas.
Keyboard Shortcut: Tab"
Layer ButtonsLayer 0-2: "Click layer 0, 1, or 2 to place background tiles. Right Click hides layer.
Try Shift + Click and Shift + Right Click. Keyboard Shortcuts: 0, 1, 2."
Layer 3: "Click layer 3 to place collision tiles. Right Click hides layer.
Try Shift + Click and Shift + Right Click. Keyboard Shortcut: 3."
Layer 4-5: "Click layer 4 or 5 to put objects behind Juni. Right Click hides layer.
Try Shift + Click and Shift + Right Click. Keyboard Shortcuts: 4 and 5."
Layer 6-7: "Click layer 6 or 7 to put objects in front of Juni. Right Click hides layer.
Try Shift + Click and Shift + Right Click. Keyboard Shortcuts: 6 and 7."
Tileset & GradientBackground Color (the square above the upper left corner of the tileset): "Click or Right Click to change the color behind the tileset"
Tileset A: "Click to make tileset A active.
Keyboard Shortcut: Q"
Tileset B: "Click to make tileset B active.
Keyboard Shortcut: E"
Tileset A Number: "Click, Right Click, or Mouse Wheel to change tileset A.
Hold Shift to change by 10."
Tileset B Number: "Click, Right Click, or Mouse Wheel to change tileset B.
Hold Shift to change by 10."
Gradient Number (Background Number): "Click, Right Click, or Mouse Wheel to change background gradient.
Hold Shift to change by 10."
Map Color (the gray number in the corner): "The number of the color seen on the in-game map for the current gradient."
Any tile on the tileset: "Click selects a tile. Drag selects an area. Right Click moves area selection.
Keyboard Shortcuts: WASD moves selection, F stops area selection."
F1 Context Bar: "This gives information about what's under the mouse when you press F1."
Music & AmbianceMusic Play Button: "Click and hold to preview music.
Right Click to toggle music playing."
Ambiance A & B Play Buttons: "Click and hold to preview ambiance.
Right Click to toggle ambiance playing."
Play All: "Click and hold to preview selected audio tracks.
Right Click to toggle audio track playing."
Music Track: "Click, Right Click, or Mouse Wheel to change music track.
Hold Shift to change by 10."
Ambiance A & B Tracks: "Click, Right Click, or Mouse Wheel to change ambiance track.
Hold Shift to change by 10."
Test Level, Set Start, and the MapPower and Flag Icons (after clicking Test Level): "Click icons to toggle powers and flags player has during testing.
Shift + Click to disable all. Shift + Right Click to enable all."
Power and Flag Icons (after clicking Set Start): "Click icons to toggle powers and flags player has at level start.
Shift + Click to disable all. Shift + Right Click to enable all."
Expand Map: "Click to open a much larger map."
Map Screen: "Click a tile to open the screen it represents.
The white box indicates the current screen."
ObjectsBank: "Click, Right Click, or Mouse Wheel to change object bank.
Hold Shift to change by 10. Keyboard Shortcuts: Z and X."
Object: "Click, Right Click, or Mouse Wheel to change object.
Hold Shift to change by 10. Keyboard Shortcuts: C and V."
Object 0: "Drawing any zero value to the canvas will erase objects.
A layer 4 - 7 must be active to add or erase objects"
Custom Objects (Object 1-255 of Bank 254-255): "See CO tab in script panel."
Bank 0
0:1 = "Save point."
0:2 = "Win tile. Triggers cutscene and exits to main menu.
Plays 'Ending' cutscene by default. Cutscene can be changed in script."
0:3 = "Run power."
0:4 = "Climb power."
0:5 = "Double Jump power."
0:6 = "High Jump power. Vertical jump height increases from 1 tile to 2 tiles."
0:7 = "Eye power. Ghost objects become visible."
0:8 = "Detector power. Some dangers cause Juni to glow red.
Use with objects 0:26, 0:27, and 0:28 for more glowing."
0:9 = "Umbrella power. Allows slow fall.
Use with object 15:5 for upwards floating."
0:10 = "Hologram power. Creates an image that most enemies will target."
0:11 = "Prevents climbing."
0:12 = "Prevents music from playing unless player has Eye power."
0:13 = "Prevents horizontal movement. Place inside floor for best results."
0:14-16 = "Has many uses. See Shift tab in script panel."
0:17-19 = "Shows a message bubble. Set message in script.
Use with objects 0:29, 0:30, 0:31."
0:20 = "Warp object. Allows scrolling to non-adjacent screens. Warps set in script will not work without this object. Not needed for Flag Warps."
0:21-24 = "Keys unlock Key Blocks.
Use with objects 15:27, 15:28, 15:29, and 15:30."
0:25 = "Prevents jumping"
0:26 = "Causes Juni to glow red if Juni has Detector power.
Indicates danger. Use with object 0:8."
0:27 = "Causes Juni to dimly glow green if Juni has Detector power.
Indicates secrets. Use with object 0:8."
0:28 = "Causes Juni to brightly glow green if Juni has Detector power.
Strongly indicates secrets. Use with object 0:8."
0:29-31 = "Extends area that triggers a Sign object.
Use with Objects 0:17, 0:18, and 0:19."
0:32-34 = "Spawns an object to the screen.
See Trig tab in script panel."
0:35 = "Map power. Shows un-visited screens on map."
0:36 = "Momentarily shows titles and subtitles on screen.
Set text in script."
0:37, 38 = "Ambiance volume rises as player approaches."
0:39, 40 = "Mutes an Ambiance track."
0:41 = "A better version of the No-Climb object.
Use when wall tiles are not 24 by 24 pixels."
0:42-44 = "Forces Trigger spawn to appear at the location of this object.
Allows creation of multiple objects. Use with objects 0:32, 0:33, 0:34."
0:45-47 = "All objects touching this object are removed when Trigger acts.
Use with objects 0:32, 0:33, 0:34."
0:48 = "Allows player to deploy a hologram when they have the hologram power.
Use in conjunction with World instruction HoloLimit=True."
0:49 = "This is a combination of Sticky, No-Jump, and better No-Climb objects.
It simplifies some common level design methods."
0:247 = "Blocks user from controlling playable character for entire screen."
0:248-255 = "Mimics a keyboard key press when Juni overlaps it."
Bank 1
1:1, 2, 5, 10, 12, 14, 19, 22 = "Water waves, kills on touch."
1:3, 4, 15, 20, 23 = "Water falls, safe to touch."
1:6, 13, 16 = "Water ripples, safe to touch."
1:7, 8, 9, 11, 17, 21, 24 = "Color tiles to match water waves, solid, safe to touch."
1:18 = "Bubble effect"
1:25 = "Place one per screen to enable under-water physics."
1:26, 27 = "Enables under-water physics when touching player character."
Bank 2
2:1, 7, 16, 17 = "Randomly moves about the air, harmless."
2:2 = "Randomly moves about the air, safe to touch.
Periodically one of them shoots 6 deadly projectiles."
2:3, 4 = "Small fly that flies up when approached, then flutters near the ground."
2:5 = "Randomly moves about the air, safe to touch.
Periodically one of them shoots 4 deadly projectiles."
2:6 = "Randomly moves about the air, safe to touch.
Periodically all of them shoot 4 deadly seeking projectiles."
2:8, 13, 23 = "Randomly flies about the air fading in and out, harmless."
2:9, 10 = "Flies back and forth, safe to touch.
Randomly shoots deadly projectiles."
2:11, 12 = "Slowly seeks player, kills on touch.
Moves through walls, but travels more slowy."
2:14 = "Randomly moves about the air, safe to touch. Periodically all of them shoot 2 deadly particle streams. Total number of particles is fixed."
2:15 = "Randomly moves about the air, kills on touch."
2:18, 19 = "Fixed position, kills if approached without hologram."
2:20, 21 = "Periodically flies from one wall to another, kills on touch"
2:22 = "Randomly moves about the air, safe to touch. Periodically all of them shoot 4 deadly particle streams. Total number of particles is fixed."
2:24 = "Moves about the air near the top, kills on touch.
Quickly seeks player when below it."
2:25 = "Periodically flies up vertically, harmless.
Faces player."
2:26, 27, 29 = "Periodically flies on a path, harmless."
2:28 = "Hops along the ground, harmless."
2:30 = "Fixed position, multiple random animations, harmless."
2:31 = "Flies across the screen at varying heights, speeds, and direction.
Background decoration, harmless."
2:32 = "Quickly seeks player through walls, kills on touch."
Bank 3
3:1, 3, 7, 9-11, 15-20, 23, 28, 31, 34-36, 40, 44 = "Walks back and forth, harmless"
3:2, 8 = "Walks back and forth, kills on touch.
Periodically one of them quickly rolls towards player."
3:4, 6, 22, 33 = "Walks back and forth, safe to touch.
Stops and extends spikes as player approaches, kills on touch."
3:5, 25 = "Walks towards player when player is at same height, harmless"
3:12, 13, 39 = "Stationary facing right, random animations, harmless."
3:14, 26, 38, 41 = "Faces player, harmless."
3:21, 27, 37 (No), 42, 43 = "Stationary facing left, random animations, harmless."
3:24 = "Walks back and forth, stands and sits, safe to touch."
3:29, 32, 37 = "Stationary, random animations, harmless."
3:30 = "Flies back and forth, harmless."
Bank 4
4:1, 2, 8, 13 = "Walks towards player, kills on touch."
4:3-5 = "Walks towards player when player is at same level or just above.
Kills on touch."
4:6 = "Walks towards player, safe to touch.
Periodically one of them shoots 3 fire balls if horizontally close to player."
4:7 = "Walks towards player, safe to touch.
Periodically all of them shoot 3 fire balls if horizontally close to player."
4:9 = "Runs back and forth when player is at same level, kills on touch.
Initially faces player."
4:10, 11, 21, 22 = "Randomly moves up and down, safe to touch.
Periodically one of them stops and shoots 3 deadly projectiles."
4:12 = "Walks towards player, safe to touch.
Periodically all of them lob an aimed deadly projectile."
4:14 = "Runs left or right alternately at random intervals, kills on touch.
Runs right the first time."
4:15 = "Walks towards player, kills on touch.
Periodically all of them lob an aimed deadly projectile."
4:16 = "Walks towards player, safe to touch.
Periodically all of them shoot a seeking deadly projectile."
4:17 = "Randomly walks back and forth, kills on touch.
Inconsistent speed."
4:18 = "Stationary, safe to touch, extends spikes as player approaches, kills on touch.
Knows lots of facts."
4:19 = "Randomly walks towards player, safe to touch.
All of them stop and periodically shoot 3 projectiles if close to player."
4:20 = "Randomly walks away from player, safe to touch.
All of them stop and periodically shoot 5 projectiles if close to player."
Bank 5
5:1 = "Stationary, faces player.
Safe to touch unless player has faced it for a time."
5:2, 3 = "Randomly moves back and forth, harmless."
Bank 6
6:1 = "Slowly moves to the ceiling, then quickly moves to the floor. Kills on touch."
6:2 = "Slowly moves up, down, left, or right, kills on touch.
Randomly picks direction initially and at collision."
6:3 = "Slowly or quickly moves up, down, left, or right, kills on touch.
Randomly picks direction and speed initially and at collision."
6:4 = "Quickly moves up, down, left, or right, kills on touch.
Randomly picks direction initially and at collision." (Objects 6:2-4 should always move up initially instead. It's a Format 4 bug. 6:1 is affected)
6:5 = "Stationary. Eats player on touch."
6:6 = "Stationary. Safe to touch.
Periodically all of them shoot a deadly projectile at player."
6:7 = "Stationary, safe to touch.
Periodically shoots a super projectile when player is vertically aligned."
6:8 = "Stationary until player is vertically aligned, then it falls.
Kills on touch when falling, otherwise safe to touch."
6:9 = "Stationary, safe to touch.
Periodically shoots a super projectile when player is horizontally near."
6:10-13 = "Stationary, hides until player is near. Kills on touch."
6:14-17 = "Stationary spikes that kill on touch."
Bank 7
7:1, 6, 10, 12 = "Periodically one of them generates a falling leaf, harmless."
7:2, 7, 11, 13 = "A falling leaf, harmless."
7:3 = "Periodically one of them generates a snow flake, harmless."
7:4 = "A falling snow flake, harmless."
7:5 = "A ray of flickering light, harmless."
7:8 = "Constantly one of them generates a rain drop, harmless."
7:9 = "A falling rain drop, harmless."
7:14 = "Constantly one of them generates a blowing speck of dust, harmless.
Dust blows in the 10 o'clock direction."
7:15 = "A blowing speck of dust, harmless.
Blows in the 10 o'clock direction."
7:16 = "Generates cloud puffs as the player moves through it, harmless."
7:17 = "Muffles sounds of player character when touching her."
Bank 8
8:1-16 = "Decorative object, harmless."
8:17 = "Instantly explodes into many deadly projectiles."
Bank 9
9:1, 4 = "Stationary, safe to touch.
Constantly one of them shoots a deadly projectile if player is near."
9:2, 5 = "Stationary, safe to touch. Periodically all of them shoot a stream of deadly projectiles. Total number of projectiles is fixed."
9:3 = "Stationary, safe to touch.
Periodically all of them shoot a deadly seeking projectile."
Bank 10
10:1, 8 = "Bounces in a regular pattern, kills on touch."
10:2 = "Constantly bounces to random heights, kills on touch."
10:3 = "Bounces in a regular pattern, kills on touch.
Shoots 2 deadly projectiles in a regular pattern."
10:4 = "Jumps when the player jumps near by, kills on touch.
Jump height increases if player has double jump power."
10:5 = "Jumps when the player jumps near by, kills on touch."
10:6 = "Jumps when the player jumps near by, kills on touch.
Randomly walks back and forth when not jumping"
10:7 = "Randomly jumps and walks back and forth, kills on touch."
10:9, 10 = "Bounces constantly, harmless."
10:11 = "Stationary, random animations, harmless."
10:12, 13 = "Bounces periodically, harmless."
Bank 11
11:1, 3, 7, 8 = "Randomly walks back and forth, harmless."
11:2 = "Randomly runs back and forth, safe to touch.
Periodically one of them shoots an arc of deadly projectiles."
11:4, 5 = "Randomly walks back and forth, kills on touch."
11:6 = "Randomly runs back and forth, safe to touch.
Periodically one of them shoots a spread of deadly projectiles."
11:9 = "Randomly runs back and forth, safe to touch.
Periodically one of them shoots an arc of deadly arcing projectiles."
11:10 = "Randomly runs back and forth, harmless."
11:11 = "Not an actual object for original levels.
For KS+ levels, randomly runs back and forth, harmless."
Bank 12
12:1, 2, 11 = "Randomly floats back and forth, harmless.
Only created if player has eye power."
12:3 = "Randomly walks back and forth, harmless.
Only created if player has eye power."
12:4, 7 = "Stationary, faces player, harmless.
Only created if player has eye power."
12:5 = "Stationary, solid, harmless.
Only created if player has eye power."
12:6 = "Moves back and forth, turns on collision, kills on touch. Constantly one of them drops a deadly drip. Rate of drips undulates. Player must have eye."
12:8 = "Stationary, animates randomly, harmless.
Only created if player has eye power."
12:9 = "Moves back and forth, turns on collision, kills on touch.
Only created if player has eye power."
12:10 = "Stationary, eats player on touch.
Only created if player has eye power."
12:12 = "Stationary, safe to touch. Periodically drops a deadly drip.
Only created if player has eye power."
12:13 = "Moves towards player when player is at same height or just above, kills on touch. Stops at walls. Only created if player has eye power."
12:14 = "Rises from the ground when player nears horizontal position, kills on touch.
Only created if player has eye power."
12:15 = "Flies back and forth across screen, kills on touch. Lunges when near player's horizontal position. Only created if player has eye power."
12:16 = "Periodically flies on a set path, harmless.
Only created if player has eye power."
12:17 = "Makes solid walls passable when player has eye power, harmless."
12:18-21 = "Indicator meant to draw attention to walls only passable with the eye power. Harmless. Only created when player has eye power."
Bank 13
13:1 = "Stationary, facing left, safe to touch.
Periodically all of them shoot a growing stream of deadly particles."
13:2 = "Stationary, facing left, safe to touch.
Periodically all of them shoot an aimed stream of deadly particles."
13:3 = "Quickly moves left, safe to touch.
Then, slowly moves right, kills on touch."
13:4 = "Stationary, safe to touch.
Periodically one of them lobs a super projectile."
13:5 = "Periodically all of them move towards player and shower deadly particles.
Safe to touch. Total number of particles is fixed."
13:6 = "Stationary, faces right, safe to touch, solid.
Periodically one of them rolls a deadly water ball to the right."
13:7, 10 = "Stationary, intermittent, kills on touch when on.
Starts in off state."
13:8, 11 = "Stationary, intermittent, kills on touch when on.
Starts in on state."
13:9, 12 = "Stationary, always on, kills on touch."
13:13 = "Moves on a set path, kills on touch."
13:14 = "Stationary, facing left, safe to touch.
Regularly all of them shoot an aimed burst of deadly particles."
Bank 14
14:1 = "Kills on touch.
Periodically all of them move left or right at a random speed."
14:2-8, 11, 15 = "Moves back and forth, harmless."
14:9 = "Kills on touch.
Periodically all of them run towards player."
14:10 = "Stationary, harmless."
14:12 = "Moves horizontally towards player, but stops at a distance.
Harmless."
14:13, 14 = "Backs away from player when faced, runs at player's back.
Kills on touch."
14:16, 18 = "Stationary, kills on touch.
Extends needles when approached."
14:17 = "Moves back and forth, kills on touch."
14:19 = "Stationary, appears when approached, kills on touch."
14:20 = "Stationary, appears when approached, harmless."
14:21-24 = "Stationary, safe to touch.
Periodically all of them shoot a spread of lingering particles."
Bank 15
15:1-4 = "A solid block. Harmless"
15:5 = "Causes player to float upward when umbrella is open."
15:6 = "A solid block that slowly appears when approached. Harmless"
15:7 = "A non-solid block that slowly disappears when approached. Harmless"
15:8-11 = "A non-solid block that disappears just before touched. Harmless"
15:12, 23, 24 = "Solid until unlocked with buttons, then it disappears.
Use with 15:13 to 15:22 and 15:26."
15:13-21 = "Objects 15:13 to 15:21 work together as combination locks.
Objects 15:12, 23, and 24 disappear when combination is entered."
15:22 = "When touched objects 15:12, 23, and 24 disappear."
15:25 = "Fades in and out, harmless."
15:26 = "When touched for a length of time, objects 15:12, 23, and 24 disappear."
15:27-30 = "Solid, will disappear just before touched if player has key of same color."
15:31 = "Solid.
Disappears just before touched if player has collected 1 golden creature."
15:32 = "Solid.
Disappears just before touched if player has collected 5 golden creatures."
15:33 = "Solid.
Disappears just before touched if player has collected 10 golden creatures."
15:34 = "Solid.
Disappears just before touched if player has collected 20 golden creatures."
15:35 = "Solid.
Disappears just before touched if player has collected 40 golden creatures."
15:36 = "Solid.
Disappears just before touched if player has collected 50 golden creatures."
15:37 = "Solid.
Disappears shortly after player touches any side of it."
15:38 = "Solid.
Disappears shortly after player touches top of it."
Bank 16
16:1 = "Bounces the player upward if the player was moving downward."
16:2-12 = "Kills on touch."
16:13 = "Solid to player only."
16:14-16, 19-28 = "Solid to everything."
16:17 = "Solid to crawling and climbing creatures.
Does not block player."
16:18 = "Solid to most flying creatures. Most fish alter course on touch.
Does not block player."
16:29 = "Platform player can pass up through but not down ."
16:30 = "Platform player can pass up through.
Player can drop through by pressing down + jump."
Bank 17
17:1 = "Randomly moves back and forth, safe to touch. Periodically one of them shoots a spread of deadly particles. Total number of particles is fixed."
17:2 = "Randomly moves back and forth, kills on touch.
Extends needles just before touched. Immune to hologram."
17:3 = "Stationary, safe to touch.
Periodically one of them rises and shoots a spread of deadly particles."
17:4 = "Stationary, safe to touch. Constantly shoots deadly particles at upward trajectories when approached."
17:5 = "Stationary, safe to touch. Regularly shoots deadly particles at downward trajectories when approached."
17:6 = "Randomly moves about the air, harmless."
17:7 = "Runs towards player then all of them throw a deadly blade.
Safe to touch."
17:8, 9 = "Climbs up or down, safe to touch.
Periodically one of them throws a deadly blade."
17:10-12 = "Stationary, kills on touch.
Extends needles when approached."
Bank 18
18:1-5 = "Moves on a set path, harmless."
18:6 = "Stationary, safe to touch.
Periodically one of them rises and shoots 2 seeking projectiles."
Bank 19
19:1-50 = "Golden creatures act like normal creatures, but they can be touched.
They do not reappear after being collected. Use with objects 15:31 to 15:36"
19:51-150 = "Coins do not reappear after being collected, harmless."
19:151-199 = "Artifacts do not reappear after being collected, harmless."
Script & Tabs (after clicking Script)Script Editor (Any line): "Manually edit the World.ini file. Essential for many of the game's advanced functions."
Tab Buttons: "Click to select a tab."
Sign
Sign A-C: "Signs display messages on screen when player touches sign objects.
Click to select."
Title: "Titles display when they haven't been seen or a different title has been seen last. Click to select."
Subtitle: "Subtitles display when they haven't been seen or a different subtitle has been seen last. Appear after Titles. Click to select."
Sign Number: "Players can see multiple messages by pressing down.
Click to increase, right click to decrease."
Text Box: "Type a message here.
Press enter to add it to the script."
Preview: "Displays how a sign appears in game.
Titles and subtitles appear differently than shown here."
Sign Shift: "Type a number here. Shift of same letter is triggered If the player presses down while seeing message of same number. Press enter to add to script."
Sign Trigger: "Type a number here. Trigger of same letter is triggered If the player presses down while seeing message of same number. Press enter to add to script."
Object Shortcuts: "Click here to automatically select this object in the map editor."
Warp
Flag A-C: "Flag Warps can move player to a different room if condition is met.
All trumps A, which trumps B, which trumps C. Click to select."
Flag All: "Flag All acts when all other active Flag Warps meet their conditionals.
Should be set to True. Click to select."
Warps: "Warps move player to a non-adjacent room when leaving a side of the screen. Requires object 0:20. Click to select."
Flag Warp Condition (dropdown): "Choose the Power or Flag to test.
Use True for Flag All and Artifact Flag Warps."
X-Y Change: "Type the number of rooms you want to move the player.
For Flag Warps only, you can move by the count of an Artifact, e.g. Artifact1"
X-Y Target: "Type the target room you want to move the player to."
X-Y Artifact: "Click here to set Artifact1 as the Flag Warp distance.
Counts for Artifacts 1 to 7 can be used to Flag Warp."
0:20 Shortcut: "Click here to automatically select this object in the map editor."
Shift
Shift A-C: "Shifts can shift players to a different location and many other things
Click to select."
Absolute Target: "Change coordinate destination between absolute and relative."
Invisible: "Make shift object invisible."
Shift On Touch: "Automatically shift when player touches shift object."
Do Not Quantize: "When this is off the player will be centered on the destination tile."
Autosave Game: "The game will be saved."
Stop Music: "Music playing before the shift will stop."
Hide Effect: "Prevents the glowing effect shown on the destination tile."
Deny Hologram: "Shift on touch is prevented when hologram is active."
Hide + Trigger: "Makes character invisible and activates Trigger of same letter.
Set length of invisibility with delay time below."
Type: "Choose the shape of the shift object."
Sound: "Choose the sound to be heard.
You can add your own sounds to the Sounds folder."
Cutscene: "Choose a cutscene to play.
You should check Autosave Game."
On: "Choose a flag or power to enable."
Off: "Choose a flag or power to disable."
Character: "Choose a character to switch to.
Declare custom characters in the Misc tab"
X Map: "Enter the number of screens to move horizontally.
Negative numbers move the player left."
Y Map: "Enter the number of screens to move vertically.
Negative numbers move the player up."
X Target: "X coordinate of the destination on the map."
Y Target: "Y coordinate of the destination on the map."
X Position: "Number of tiles to move horizontally.
In absolute it's the X coordinate of the destination on a screen."
Y Position: "Number of tiles to move vertically.
In absolute it's the Y coordinate of the destination on a screen."
Delay Time: "Shift actions are delayed for a time, 1000 = 1 second.
If Hide + Trigger is checked, then character will be invisible and frozen."
Coin: "Shift occurs only if player has enough coins in inventory.
The number of coins will be removed from inventory on shift."
0:14-16 Shortcuts: "Click here to automatically select this object in the map editor."
Trigger
Trigger A-C: "Triggers can spawn objects to the screen.
Click to select."
Type: "Choose the shape of the Trigger object."
Sound: "Choose the sound to be heard.
You can add your own sounds to the Sounds folder."
Bank: "The bank number of the object to be spawned."
Object: "The object number of the object to be spawned."
X-Y Spawn: "Screen location of spawn point (.)
The first square in the upper left is x0y0."
X-Y Effect Offset: "Pixels to adjust the spawn effect.
It is normally centered on the spawn location tile."
Relative Target: "Make spawn location relative to the Trigger object."
Invisible: "Make Trigger object invisible."
Trig On Touch: "Trigger activates when player touches Trigger object."
Act Individually: "Normally multiple Triggers of a letter act as one object.
This allows each Trigger object to be activated and produce a Spawn."
Repeatable: "Normally a Trigger will only activate once.
This allows multiple activations."
Hide Effect: "Prevents the glowing effect seen at the spawn location."
Deny Hologram: "Prevents trigger on touch when hologram is active."
Trigger Object Shortcuts: "Click here to automatically select this object in the map editor."
Misc
Character: "List all the custom character images for the level."
Character Number: "List all the custom character images for the level.
Click, Right Click, and Mouse Wheel to change number."
X-Y Map Spoofing: "Makes current screen appear at a different location on mini-map.
Enter map coordinate of spoofed location."
Set Screen Tint: "Choose a color to tint the screen.
Tint will stay on until disabled."
Disable Screen Tint: "Check to end screen tinting."
Overlay: "Moves layer 2 tiles between layers 6 and 7.
Layer 7 stops interacting with other layers and player."
Hide On Map: "Hides a room from the in-game mini-map.
Rooms with spoofed coordinates are hidden automatically."
Show On Map: "Makes a room appear on the mini-map even if it has spoofed coordinates."
Transparency: "Set the transparency level of the Tint.
A number from 0 to 127 with 0 being opaque. 46 is default."
Ink: "Choose an effect to draw the Tint with.
Transparency levels only apply to Trans."
Attachment: "Attaches an image to the player character.
True uses the default image, False removes the Attachment."
Map Color: "Click to override the automatic color chosen for the in-game map.
Right-Click to clear."
6-bit RGB Palette (after clicking the map color): "Click to choose the color you wish to represent the current room on the in-game map."
Cut
Win Scene: "Choose the cutscene played if a Win tile is touched on current screen."
Cutscene: "Choose a cutscene to set its properties."
Music/Ambiance: "Choose the audio track to play during the selected cutscene.
Click, Right Click, or Mouse Wheel to change, hold Shift to change by 10."
Use Ambiance: "Check to play an ambiance track during selected cutscene."
Fade Color: "Choose a fade transition color for the selected cutscene.
White is the default."
Loop Music: "Choose a song you want to edit looping for.
Click, Right Click, or Mouse Wheel to change, hold Shift to change by 10."
Loop Music Checkbox: "Check to make selected song loop during playback.
Does not affect cutscene playback."
0:2 Shortcut: "Click here to automatically select this object in the map editor."
World
Name: "Click here to edit the level's name in the box below."
Author: "Click here to edit the level's author's name in the box below."
Description: "Click here to edit the level's description in the box below.
These descriptions are seen in the level selection menu."
Text Box: "Enter Name, Author, or Description data here."
Font: "Choose a font image to replace the default Sign font with.
Image should be placed in level's Custom Objects folder"
Title: "Choose a font image to replace the default Title font with.
Image should be placed in level's Custom Objects folder"
Subtitle: "Choose a font image to replace the default Subtitle font with.
Image should be placed in level's Custom Objects folder"
Character: "Choose the starting character for the level.
Character images must be declared in the Misc tab."
Powers: "Choose a powers image to replace the default power/items graphics.
Image should be placed in level's Custom Objects folder"
Coin: "Choose an image to replace the default Coin graphics.
Image should be placed in level's Custom Objects folder"
Artifact: "Choose an image to replace the selected Artifact's graphics.
Image should be placed in level's Custom Objects folder"
Artifact Number: "Click, Right Click, and Mouse Wheel to change the selected Artifact.
Shift + Click changes by 10."
Difficulty: "Select the level's difficulty.
Refer to the script above for descriptions."
Category: "Select the level's category.
Refer to the script above for descriptions."
Size: "Select the level's size.
Refer to the script above for descriptions."
Difficulty A-C: "Click A, B, and C to add multiple difficulty tags in the box below.
Use more than one when players can choose a difficulty while playing."
Category A-B: "Click A and B to add multiple game play category tags in the box below.
See the descriptions written in the script for more info."
Skin-Clothing Color: "Choose the skin and clothing color for Juni.
Click to open a dialogue. Right Click to use defaults. Use pure black for invisible."
Disable Map: "Check this to turn off the game's mini-map.
Players can override this if they choose to."
Slow Fade A-B: "Check to fade an ambiance channel slowly."
Limit Hologram: "Check this to limit hologram deployment.
Use in conjunction with object 0:48."
Preview: "Displays how the level appears in the level selection menu."
CO
Custom Object: "Click, Right Click, and Mouse Wheel to change the selected Custom Object. Shift + Click changes by 10."
Image: "Set the image to be used.
Place images in the level's Custom Objects folder."
Frame Width: "Set the width of a single frame of the animation in pixels.
24 is the default value."
Frame Height: "Set the height of a single frame of the animation in pixels.
24 is the default value."
Starting Frame: "Set the frame to start on.
The first frame is numbered 0. 0 is the default value."
Ending Frame: "Set the last frame of the animation. The first frame is numbered 0
The default value is calculated based on image and frame size (Actually, 0 is the default value)."
Loop Back To: "Set the frame to start on after the first pass.
The first frame is numbered 0. 0 is the default value."
Times To Play: "Set the number of times to play the animation.
Use a value of 0 to repeat forever. 0 is the default."
Speed: "Choose the rate of animation. 500 is the default."
Offset X-Y: "Set the offset of the object in pixels.
COs are normally centered on the tile they are placed on."
Bank & Object: "Select a normal object to override the graphics of.
Refer to KS+_Instructions.txt for more details."
Color (after setting the bank to 7): "Bank 7 objects can be given custom colors here.
See KS+_Instructions.txt for more details."
Custom Object Shortcut: "Click here to automatically select the current CO in the map editor."
Harmless: "Some OCOs can be made harmless when normal object kills on touch.
See KS+_Instructions.txt for more details."
B Bank: "Check to edit COs in Bank 254"
Thanks to Wibi/ncrecc for reporting two of the typos.
Here's a txt version: