Object templates introduced in
KS Ex are like an advanced version of custom objects.
In this thread I'll explain how to use and make these objects and here will be a collection of template objects for public use. Please post your objects. When you post objects here and don't tell otherwise, it is assumed that anyone is free to use and modify them as long as proper credit is given and the derivative work is non-profit and KS-related.
Using Template ObjectsFirst, download the archive of all objects:
https://www.dropbox.com/s/juvg3yygsnrj8g4/Template%20Objects.rar?dl=1Then copy objects you want to include into Objects subfolder of your levels folder (create it if it doesn't exist).
Copy the path(s) of
Ini file(s) corresponding to the object(s).
Then in the editor select an unused template object (any object in Bank 254) and press "+" near object number.
Clipboard contents are automatically pasted into the dialog, so just press OK.
How to do it manually and/or set up optional parameters:Say, you want to use Angry Fish object in you level.
- Put the object somewhere in the world folder. For example, create Objects sub-folder and copy the "Angry Fish" folder there.
- Create [Templates] section in your World.ini file. Add this line there:
1=Objects\Angry Fish\Object.ini
- Open Bank 254 and you'll see the angry fish as the object number 1. To define object number 2 you would write "2=" instead of "1=" in [Templates] section, and so on.
- Some objects may take parameters. For example, you can change height of Angry Fish jumps by adding this line to [Templates] section:
Params1=60, 80
Now the fish will jump higher.
Objects ListCollectablesObjects\Green Key\Object.ini
Objects\Gray Key\Object.ini
Objects\Coin\Object.ini
Objects\Artifact 1\Object.ini
Objects\Artifact 2\Object.ini
Objects\Artifact 3\Object.ini
Objects\Artifact 4\Object.ini
Objects\Artifact 5\Object.ini
Objects\Artifact 6\Object.ini
Objects\Artifact 7\Object.ini
Collectables\Objects\Green Key\Object.ini
Collectables\Objects\Gray Key\Object.ini
Collectables\Objects\Coin\Object.ini
Collectables\Objects\Artifact 1\Object.ini
Collectables\Objects\Artifact 2\Object.ini
Collectables\Objects\Artifact 3\Object.ini
Collectables\Objects\Artifact 4\Object.ini
Collectables\Objects\Artifact 5\Object.ini
Collectables\Objects\Artifact 6\Object.ini
Collectables\Objects\Artifact 7\Object.ini
Collectable items (except new keys) can be picked up more than once, you see their count in the power bar. Note that unlike KS+ here's no index attached to each individual coin or artifact and count is not limited.
Optional parameters:
1) Set this to 'true' to show power on power bar only after the item is picked up. This is how it's done in KS+, but in my mod by default all collectables used in the level are present in power bar.
2) Allow only one instance of collectable, like with ordinary powers. By default this is 'true' for keys, 'false' for other collectables.
Authors: egomassive, GrayFace, NifflasCollectables - LocksObjects\Lock Green Key\Object.ini
Objects\Lock Gray Key\Object.ini
Objects\Lock Coin\Object.ini
Objects\Lock Artifact 1\Object.ini
Objects\Lock Artifact 2\Object.ini
Objects\Lock Artifact 3\Object.ini
Objects\Lock Artifact 4\Object.ini
Objects\Lock Artifact 5\Object.ini
Objects\Lock Artifact 6\Object.ini
Objects\Lock Artifact 7\Object.ini
Collectables\Objects\Lock Green Key\Object.ini
Collectables\Objects\Lock Gray Key\Object.ini
Collectables\Objects\Lock Coin\Object.ini
Collectables\Objects\Lock Artifact 1\Object.ini
Collectables\Objects\Lock Artifact 2\Object.ini
Collectables\Objects\Lock Artifact 3\Object.ini
Collectables\Objects\Lock Artifact 4\Object.ini
Collectables\Objects\Lock Artifact 5\Object.ini
Collectables\Objects\Lock Artifact 6\Object.ini
Collectables\Objects\Lock Artifact 7\Object.ini
Locks for collectable items can have a number attached to them, telling how much items you need to collect to pass through. A negative number used for coins means that items count would be reduced by the number and lock would then be permanently open (that is, you pay once to open the lock).
Optional parameters:
1) Count needed to unlock. By default it's '0' for keys, which means that no count is shown on the lock and the lock acts normally. It's '5' for artifact locks, meaning that 5 artifacts are required to pass. It's '-5' for coins by default, meaning that you pay 5 coins to pass when you touch the lock.
2) Hide items count label.
Authors: GrayFace, Nifflas, egomassiveGolden CreaturesObjects\Golden Creature 1\Object.ini
Objects\Golden Creature 2\Object.ini
Objects\Golden Creature 3\Object.ini
Objects\Golden Creature 4\Object.ini
Objects\Golden Creature 5\Object.ini
Objects\Golden Creature 6\Object.ini
Objects\Golden Creature 7\Object.ini
Objects\Golden Creature 8\Object.ini
Objects\Golden Creature 9\Object.ini
Objects\Golden Creature 10\Object.ini
Objects\Golden Creature 11\Object.ini
Objects\Golden Creature 12\Object.ini
Objects\Golden Creature 13\Object.ini
Objects\Golden Creature 14\Object.ini
Objects\Golden Creature 15\Object.ini
Objects\Golden Creature 16\Object.ini
Objects\Golden Creature 17\Object.ini
Objects\Golden Creature 18\Object.ini
Objects\Golden Creature 19\Object.ini
Objects\Golden Creature 20\Object.ini
Objects\Golden Creature 21\Object.ini
Objects\Golden Creature 22\Object.ini
Objects\Golden Creature 23\Object.ini
Objects\Golden Creature 24\Object.ini
Objects\Golden Creature 25\Object.ini
Objects\Golden Creature 26\Object.ini
Objects\Golden Creature 27\Object.ini
Objects\Golden Creature 28\Object.ini
Objects\Golden Creature 29\Object.ini
Objects\Golden Creature 30\Object.ini
Objects\Golden Creature 31\Object.ini
Objects\Golden Creature 32\Object.ini
Objects\Golden Creature 33\Object.ini
Objects\Golden Creature 34\Object.ini
Objects\Golden Creature 35\Object.ini
Objects\Golden Creature 36\Object.ini
Objects\Golden Creature 37\Object.ini
Objects\Golden Creature 38\Object.ini
Objects\Golden Creature 39\Object.ini
Objects\Golden Creature 40\Object.ini
Objects\Golden Creature 41\Object.ini
Objects\Golden Creature 42\Object.ini
Objects\Golden Creature 43\Object.ini
Objects\Golden Creature 44\Object.ini
Objects\Golden Creature 45\Object.ini
Objects\Golden Creature 46\Object.ini
Objects\Golden Creature 47\Object.ini
Objects\Golden Creature 48\Object.ini
Objects\Golden Creature 49\Object.ini
Objects\Golden Creature 50\Object.ini
Golden Creatures\Objects\Golden Creature 1\Object.ini
Golden Creatures\Objects\Golden Creature 2\Object.ini
Golden Creatures\Objects\Golden Creature 3\Object.ini
Golden Creatures\Objects\Golden Creature 4\Object.ini
Golden Creatures\Objects\Golden Creature 5\Object.ini
Golden Creatures\Objects\Golden Creature 6\Object.ini
Golden Creatures\Objects\Golden Creature 7\Object.ini
Golden Creatures\Objects\Golden Creature 8\Object.ini
Golden Creatures\Objects\Golden Creature 9\Object.ini
Golden Creatures\Objects\Golden Creature 10\Object.ini
Golden Creatures\Objects\Golden Creature 11\Object.ini
Golden Creatures\Objects\Golden Creature 12\Object.ini
Golden Creatures\Objects\Golden Creature 13\Object.ini
Golden Creatures\Objects\Golden Creature 14\Object.ini
Golden Creatures\Objects\Golden Creature 15\Object.ini
Golden Creatures\Objects\Golden Creature 16\Object.ini
Golden Creatures\Objects\Golden Creature 17\Object.ini
Golden Creatures\Objects\Golden Creature 18\Object.ini
Golden Creatures\Objects\Golden Creature 19\Object.ini
Golden Creatures\Objects\Golden Creature 20\Object.ini
Golden Creatures\Objects\Golden Creature 21\Object.ini
Golden Creatures\Objects\Golden Creature 22\Object.ini
Golden Creatures\Objects\Golden Creature 23\Object.ini
Golden Creatures\Objects\Golden Creature 24\Object.ini
Golden Creatures\Objects\Golden Creature 25\Object.ini
Golden Creatures\Objects\Golden Creature 26\Object.ini
Golden Creatures\Objects\Golden Creature 27\Object.ini
Golden Creatures\Objects\Golden Creature 28\Object.ini
Golden Creatures\Objects\Golden Creature 29\Object.ini
Golden Creatures\Objects\Golden Creature 30\Object.ini
Golden Creatures\Objects\Golden Creature 31\Object.ini
Golden Creatures\Objects\Golden Creature 32\Object.ini
Golden Creatures\Objects\Golden Creature 33\Object.ini
Golden Creatures\Objects\Golden Creature 34\Object.ini
Golden Creatures\Objects\Golden Creature 35\Object.ini
Golden Creatures\Objects\Golden Creature 36\Object.ini
Golden Creatures\Objects\Golden Creature 37\Object.ini
Golden Creatures\Objects\Golden Creature 38\Object.ini
Golden Creatures\Objects\Golden Creature 39\Object.ini
Golden Creatures\Objects\Golden Creature 40\Object.ini
Golden Creatures\Objects\Golden Creature 41\Object.ini
Golden Creatures\Objects\Golden Creature 42\Object.ini
Golden Creatures\Objects\Golden Creature 43\Object.ini
Golden Creatures\Objects\Golden Creature 44\Object.ini
Golden Creatures\Objects\Golden Creature 45\Object.ini
Golden Creatures\Objects\Golden Creature 46\Object.ini
Golden Creatures\Objects\Golden Creature 47\Object.ini
Golden Creatures\Objects\Golden Creature 48\Object.ini
Golden Creatures\Objects\Golden Creature 49\Object.ini
Golden Creatures\Objects\Golden Creature 50\Object.ini
Golden creatures are living collectable items. They're almost identical to ones from KS+ with 2 exceptions: creature 32 kills you if it drops on you and creature 49 kills you if you stand still.
Optional parameters:
1) Set this to 'true' to show power on power bar only after the item is picked up. This is how it's done in KS+, but in my mod by default all collectables used in the level are present in power bar.
2) Allow only one instance of each kind of creature, like in KS+. By default this is 'true'.
Authors: egomassive, GrayFaceGolden Creatures - LocksObjects\Golden Lock 1\Object.ini
Objects\Golden Lock 5\Object.ini
Objects\Golden Lock 10\Object.ini
Objects\Golden Lock 20\Object.ini
Objects\Golden Lock 40\Object.ini
Objects\Golden Lock 50\Object.ini
Golden Creatures\Objects\Golden Lock 1\Object.ini
Golden Creatures\Objects\Golden Lock 5\Object.ini
Golden Creatures\Objects\Golden Lock 10\Object.ini
Golden Creatures\Objects\Golden Lock 20\Object.ini
Golden Creatures\Objects\Golden Lock 40\Object.ini
Golden Creatures\Objects\Golden Lock 50\Object.ini
Locks act similar to those for collectable items. I decided to keep the count label by default, eventhough in KS+ these locks don't have it. It's intuitive this way. If you want to remove it, set the 2nd parameter to true.
Optional parameters:
1) Count needed to unlock. By default it's '0' for keys, which means that no count is shown on the lock and the lock acts normally. It's '5' for artifact locks, meaning that 5 artifacts are required to pass. It's '-5' for coins by default, meaning that you pay 5 coins to pass when you touch the lock.
2) Hide items count label.
Authors: egomassive, GrayFaceForce Keys ;
Objects\Force Keys\Block User.ini
Objects\Force Keys\Only Down.ini
Objects\Force Keys\Force W.ini
Objects\Force Keys\Force A.ini
Objects\Force Keys\Force S.ini
Objects\Force Keys\Force D.ini
Objects\Force Keys\Force Up.ini
Objects\Force Keys\Force Down.ini
Objects\Force Keys\Force Left.ini
Objects\Force Keys\Force Right.ini
Again, all these except "Only Down" come from KS+. "Block User" fully blocks user control of Juni. Unlike in KS+, here it only works while Juni is touching it. "Only Down" blocks all control of Juni except Down key, so it's a replacement for Sticky-No Jump combination that also blocks hologram creation. The other objects force a single key when Juni is touching them.
Optional parameters of "Block User" and "Only Down":
1) Timeout after which the object releases player and possibly self-destructs.
2) Keep it alive after the timeout? "false" is default, so after the timeout the object is gone. In case of "true" you can re-enter the object and get stuck again.
Authors: GrayFace, egomassiveMap PowerIni file:
Objects\Map Power\Object.iniAnother one from KS+. Enables you to see where you haven't been on the map.
Authors: egomassive, GrayFaceAngry FishIni file:
Objects\Angry Fish\Object.iniA fish that jumps out of water and may kill the player.
Optional parameters:
1) Width of trajectory (defaults to 50)
2) Height of jump (defaults to 60)
3) Delay between jumps (defaults to 100)
4) Gravity (defaults to 45)
Author: GrayFaceMoving BouncerIni file: Objects\Moving Bouncer\Object.iniA bouncer that moves in player's direction, like the one seen in Extended Version Example, but blue. Avoids getting stuck in a wall reasonably well.
Optional parameters:
1) Delay, the opposite of speed at which the bouncer moves right and left (defaults to 2)
Author: GrayFaceDarknessIni file: Objects\Darkness\Object.iniMakes the screen dark, leaving only a circle of light around player.
Optional parameters:
1) X offset from default position of light
2) Y offset from default position of light
3) Set this parameter to 'true' to make the darkness stay in its layer. Otherwise it appears on top of everything.
Author: GrayFaceJump-Through Platform Ini files:
Objects\Jump-Through Platform Left\Object.ini
Objects\Jump-Through Platform Middle\Object.ini
Objects\Jump-Through Platform Right\Object.ini
Objects\Jump-Through Platform Invisible\Object.iniA platform that doesn't prevent the player from jumping through it from below, but lets the player stand on it.
Optional parameters:
1) Relative Y coordinate of player at which the object becomes solid (defaults to -18)
Authors: GrayFace, BloxMasterMoving Platform Ini files:
Objects\Moving Platform\Object.ini
Objects\Moving Platform Big\Object.iniA moving platform, jump-through by default.
Optional parameters:
1) X speed (defaults to 100)
2) Y speed (defaults to 0)
3) Hotspot X (defaults to 12)
4) Hotspot Y (defaults to 12)
5) Jump-through offset (defaults to -6, set it to 'false' to make the platform fully solid)
6) Jump-through offset with inverted gravity (defaults to 5 + 5)
7) Kills player when smashed against a wall (defaults to 'false')
Author: GrayFaceFalling Platform Ini files:
Objects\Falling Platform Small\Object.ini
Objects\Falling Platform\Object.iniA platform that descends while you stand on it.
Optional parameters:
1) Delay, the opposite of speed at which the platform moves down (defaults to 2)
2) Hotspot X (defaults to 12)
3) Hotspot Y (defaults to 12)
Author: GrayFaceTouch Save SpotIni file: Objects\Touch Save Spot\Object.iniSave spot triggered by touch.
Ini file: Objects\Touch Save Spot\Up.iniUpside-down save spot triggered by touch when gravity is inverted.
Optional parameters:
1) (if 'true' is passed) Trigger by Down key press, acting like a normal save spot.
Author: GrayFaceVisible Spikes Ini files:
Objects\Visible Spikes\Spikes 1.ini
Objects\Visible Spikes\Spikes 2.ini
Objects\Visible Spikes\Spikes 3.ini
Objects\Visible Spikes\Spikes 4.iniSpikes that are always visible. You can also call load.lua script to replace all standard spikes with ones that are always visible.
Author: GrayFaceWater WheelIni file: Objects\Water Wheel\Object.iniSolid rotating wheel.
Optional parameters:
1) Rotation speed (defaults to 1)
Author: GrayFaceSmasherIni file: Objects\Smasher\Object.iniIt smashes Juni if she gets caught under it. (Or if she touches it at all) It looks best when placed at the top of the screen, otherwise it looks like it's unfolding from nothing.
Author: LordMarzogCombined FogIni file: Objects\Combined Fog\Object.iniCombination of two fog adders made by Nifflas, turned into an object.
Authors: Nifflas, GrayFaceMachine CylinderIni file: Objects\Machine Cylinder\Object.iniSemi-transparent cylinder for machine from tileset 5. To be placed above Juni
Authors: LPChip, LordMarzog, GrayFaceMachineIni file: Objects\Machine\Object.iniMachine from tileset 5 turned into an object.
Authors: LPChip, GrayFaceMaking Template ObjectsThe simplest example of template object is Combined Fog from the archive above. If your object only has one frame, you don't need a script that would load it. Here's the important part of Object.ini of Combined Fog:
[Object]
Image=Combined Fog.png
Offset X=48
Offset Y=-84
"Image" is the image displayed in level editor and used in the game if no loading script is specified.
"Offset X" and "Offset Y" are image offsets, similar to corresponding fields of custom objects.
"Icon" is the image displayed in objects palette. Combined Fog doesn't have one, because it's too big to be displayed there.
"Load" is the script of the object. Combined Fog doesn't need it.
"DoesHurt=1" will make the object kill Juni when she touches it.
"DetectRed=1" will make the object trigger red light of detector.
"Solid=1" will make the object solid.
"CanClimb=1" will make the object climbable.
You can turn custom objects into template objects with
this tool. You may want to use it because template objects can be made solid or dangerous for the player. There also isn't a 1 tick delay before they are shown on the screen.
Standard ObjectsIf you want to replace graphics of a standard object I can extract frames and generate a replacement script for you.
Standard Frames archive contains scripts and graphics for some objects. It also contains a script for Juni's sound replacement (Player Sounds). Graphics of any object or in-game interface element can be replaced this way. Shape of objects changes together with graphics. Custom characters can be found in
Custom Characters collection thread.