This bank has objects a lot of levels need.
Save Spot: Obj 1The player can save here.
WIN: Obj 2When touched, plays the ending cutscene and returns the player to the title screen. (Note: The default Ending cutscene is Ending, but custom ones can be set up on a per-room basis in KSM)
Power-Ups: Obj 3-10These give Juni abilities. Refer to the Tutorial level to see what they do.
NO CLIMB: Obj 11Renders wall unclimbable even if the player has the Climb powerup.
Only works when placed ON the wall.
Ghost Music: Obj 12A red box with an Eye and the word "MUSIC".
If a room has one of these, the assigned Music will only play if the player has the Eye.
STICKY: Obj 13The player cannot move left and right.
Can be placed on a floor (to make Juni stick to the floor, forcing her to jump) or in the open (preventing Juni from horizontal movement even in mid-air).
Shifts: Obj 14-16Place Shifts with these objects. Shifts are an advanced feature in KS that have an immeasurable amount of usefulness. You can define what they do in KSManager.
Signs: Obj 17-19When the player is on this tile (or a corresponding Sign Area object), Sign text will appear above or below here.
This Screen Uses Edge Warps: Obj 20Looks like an orange square with 4 arrows on it.
All this does is enable UDLR warps (Edge Warps) for the screen. As long as you have at least one of this object anywhere on the screen, the Edge Warps for the screen (which you set up in KSM) will work, allowing the edges of the screen to lead to screens besides those that aren't physically adjacent.
Flag Warps will still work even without this object; it only applies to Edge Warps.
Keys: Obj 21-24Items that open the Keyhole objects in Bank 15.
NO JUMP: Obj 25The player cannot jump (or even double jump) when on this tile.
This can be placed on the floor or in the air, and it virtually disables the jump button whenever the player is on it.
DETECT TARGET: Obj 26-28These make the player glow if they have the Detector.
Red Detect Targets (26) are treated like enemies; the player glows red when within a certain range of it (and glows brighter when really close). You should place one of these on each kill tile you use to warn the player of danger.
Blue Detect Targets (27, 28
) make the player glow blue when in front of them. You should fill the area in which you want the player to glow with these. The lighter ones make the player glow brighter.
(note: the blue ones also work when placed on the floor or on the wall. Do that if you want to use blue detects to, for instance, indicate to the player that a floor is sticky)
Sign Area: Obj 29-31If you have a Sign object on the screen, you can use this to fill an additional region where you also want the Sign to be visible. The difference between Signs and Sign Areas is that while both make the text show up, the Sign object is where the text will actually be located.
If you still don't understand, try making a room with a 5x5 rectangle of Sign A and a 5x5 rectangle of Sign Area B on the right side. Then replace
one of the Sign Area Bs with a regular Sign B.
Play the level and see the difference between the two.