Dungeon Editor

Mobile Blocks

Mobile Blocks dictate what kind of ground or terrain the Pokémon are travelling on. For instance, a Pikachu may walk across obvious land such as grass or gravel or sand, but find itself unable to travel across water or walk through a wall. Some Pokémon have abilities that circumvent these limitations such as Flygon, who despite being a Dragon- and Ground-type Pokémon can traverse Water, Lava, and Air terrain with the ability Levitate. Other Pokémon, such as Buizel, can traverse the Boiling Water terrain (which causes a burn) safely with the ability Water Veil.

Under Attributes, you'll see a section for the Water / extra terrain and a section for Walls (the section for Ground should be left as walkable) For special terrain that only certain types of Pokémon may cross, add one of these to Data 1:

2 - Water (Water-, Flying- and Ghost-type Pokémon can travel across this terrain)

8 - Lava (Fire-type Pokémon can travel across this terrain, if any other type of Pokémon does they will be Burned immediately)

4 - Air (Flying- and Ghost-type Pokémon can travel across this terrain)

For Water effects, put one of these in String 1. "

1 - (Boiling Water) 2 - (Freezing Water) 3 - (Paralyzing Water) 4 - (Poisonous Water) 5 - (Sleep-inducing Water)

They will cause a status ailment and a battle message will appear. For instance, the Freeze effect will display "the water is freezing!" and freeze a Pokèmon on contact, while the Sleep effect will display "the water is oddly calming.." and put a Pokèmon to sleep on contact.

Under Walls, choose Mobile Block. Enter the value 16 in Data 1. This will allow Ghost-type Pokémon to walk through walls (the default wall attribute for any dungeon). You may otherwise leave it blocked as regular.

Adding Traps

First, set the ground tile. It will be the trap tile from the tileset (tileset 4). For instance, a Slowpoke face for a Slow Trap. The Masked tile should be the same as your dungeon tile's environment. Traps must additionally be set to 'Scripted' instead of 'Walkable'. In Trap Data 1, put the number of the trap you want. They are as follows:

Explosion: 2 ; Triggers an explosion with a surrounding range of 1 tile, and depletes the Pokémon's HP by half of the remaining HP.

Chestnut: 3 ; Drops chestnuts on the Pokémon that deal 10 damage of HP.

PP Zero: 4 ; Depletes all of a random move's PP to zero.

Grimy: 5 ; May turn Apple items into Grimy Food, and Berry items into Grimy Berry. Both items are consumable, but heal half the original item's amount of Belly and have a wide range of possible negative effecfts such as stat drops or status ailments.

Poison: 6 ; Poisons the Pokémon.

Random: 7 ; Triggers a random effect drawn from all traps.

Warp: 15 ; Warps the Pokémon to another location on the floor.

Spikes: 17 ; Damages a Pokèmon for 1/8 of their total HP. Laid by the move Spikes.

Toxic Spikes: 18 ; Poisons a Pokèmon. Laid by the move Toxic Spikes.

Sticky: 23 ; Renders an item in the inventory sticky. Sticky items, if equipped, cannot be taken off and will also render the item unusable. The effect is neutralized with the use of a Cleanse Orb that is not sticky, or using a cleaning service in the overworld.

Mud: 25 ; A somewhat harmless trap that reduces a random stat harshly.

Wonder Tile: 26 ; The most basic form of trap that resets stat changes to their original states.

Trip: 28 ; A trap that forces the Pokémon to drop its held item. Very dangerous if triggeted near a stairwell.

Secret Room: 34 ; Reveals hidden stairs!

Pitfall: 39 ; Drops the user down one floor, and causes 10 damage.

Seal: 42 ; Disables the use of a random move. This effect lasts until the Pokémon reaches another floor.

Slow: 43 ; Renders the Pokémon unable to run, progressively slowing it down more and more as it triggers the trap.

Confused (Spin): 44 ; Renders the Pokémon's movement controls chaotic. Regardless of what direction movement is attempted in, the Pokémon may very well direct an action in any other random direction. Attempting to use a move may make it damage itself.

Sweet Scent: 49 ; Spawns enemy Pokémon to the trap's immediate location.

Grudge: 50 ; Spawns enemy Pokémon to the traps's immediate location, and the enemy Pokémon have the Grudge effect.

Selfdestruct: 51 ; Triggers an explosion much the same as the Explosion trap.

Slumber: 52 ; Puts the Pokémon to sleep for an extended period of time.

Gust: 53 ; Blows the Pokémon into a direction, travelling until stopped by a wall or an enemy Pokémon.

Shocker: 70 ; Renders the Pokémon Shocked, where moves used will harm ally Pokémon and enemies alike. Goes away after some actions are taken or the Pokémon moves to another floor.

Adding Eggs

Under items, choose item 110 Mystery Egg. In the Tag, you must insert 3 values. The first is the dex number of the Pokémon you want. The second controls the amount of time until the first egg cycle is completed. The third controls the amount of time until the second egg cycle is completed. Afterwards it will reach the third and last egg cycle on its own. It is recommended that you keep these last two numbers small as setting them to numbers duch as 50 will make the egg take a very long time to complete its egg cycles. 1-10 is a suggested range.

You must have the 3 numbers separated by only a semicolon

Example: inserting 16;1;1 into the Tag will produce a Pidgey egg at the lowest possible hatching time.

Secret Rooms

Secret Rooms are not completely functioning yet. The goal warp for them does not work. It is still possible to add a Secret Room, but it will only be for one floor as the end warp does not currently remember your place in the dungeon, so you would have to set it on a specific floor.

To make a Secret Room, create a map for it, with a Deluxe Box (or two) placed as an Item attribute with the desired items contained. Then open the Traps section in the Dungeon Editor. Add a trap as follows;

For the Ground tile, a set of stairs to be revealed (tileset 4)

For Mask 2 (leave Mask empty) the same tile as your floor's Ground, to hide the stairs

Data 1: 34

string 1: map#

string 2: x coordinate

string 3: y coordinate

To let a player leave the Secret Room, add a Scripted Tile, either 33 or 36 will work. 33 is supposed to be the right one, and 36 is just a normal Dungeon Editor, but they both function the same. Set parameters as you would normally for a dungeon entrance. Have this take the player to the room after the one the Secret Room's trap was on. For now, you can only have a Secret Room on one floor because of this.

Chambers

Where it says "Chamber Num" put one of the following options:

10 Silver Key Door

This will create a small locked chamber with a door that can be opened only with a Silver Key item. This is commonly used for chambers containing Silk, but you can put any item inside. For a normal item just put the ID in string 1. For a box, put the box ID in string 1 and the possible items in string 2. Separate them with a semicolon

11 Kecleon Shop

In string 1 put the item ID separated by a semicolon. The items will be chosen randomly from this selection. In string 2, put the corresponding price of each item separated by a semicolon.