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Is there any way in Lunar Magic you can view all your unused Level numbers for your overworld?

I want to be able to see what unused levels I can still use for my hack, I am currently using the existing levels and changing them around.

Apparently you only have 90 something levels to use for your overworld, the rest of the "test levels" are not accessible from the overworld.

The problem is that I get confused when I create a new level tile because, I can't remember what level numbers I have already used and I have to keep looking at my level numbers on the map to see what I am using.

Lastly, what if you decide that you want to add an extra level tile or make a level have a secret exit somewhere in the middle of your overworld? - does this mean you have to change all your existing events? As they will be bumped forward each time you add an extra event etc?

Or can you just go the end of the events list and use the unused events? But will this affect how the game is played? Or do they not have to be in order - for some reason I keep telling myself that the events should be in order otherwise I will mess up my hack.


You can see the level number for each level tile by pressing F1 in the overworld editor (or going to View > Show Level Numbers). That's about all you can really do.

It should be noted that levels 001-024 and 101-13B are the only ones accessible from the overworld. My recommendation would be to go through those in sequential order for each new level (so your first level is level 001, second is level 002, etc.), and then avoid using them for sublevels (use 025-0FF and 13C-1FF instead). This way you don't have to worry too much about the primary levels.

That said, there's not really any way to check for what sublevels you've used besides just keeping track on your own, either mentally or in a text document. If you're familiar enough with the original SMW, you can just visually compare whether it looks different from that, of course.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
As an addendum to Thomas' comment, be careful if you decide to use Level 24. You have two options:

1. Get rid of all doors and exit pipes in the level.
2. Go into the Overworld Editor (#lm{ow}). Go to Overworld-->Extra Options. Make sure that the option for "Allow level 24 to redirect screen exit based on coins collected and time remaining" is NOT checked.

I'm not entirely sure what happens if you don't pick either of those options, but I've heard that it bug out the game in some way(s).
While as a general rule it's better to keep the events in order as it's more organized, technically it only really matters if you have event tiles from different events that overwrite one another. This is because when the overworld gets reloaded, the game applies all previously passed events in ascending order regardless of whatever order the player passed them in.

So for example if you placed a tile in event 6 at the same location as a tile placed in event 70 and passed event 70 then event 6, the event 6 tile would only temporarily appear over the event 70 tile... they'll flip once the overworld reloads.

Note that the overworld editor just displays them as the game would after reloading.
I know, but say if you wanted to add extra levels to your overworld after you have completed the events, OR you wanted to make a level have a secret exit (you have to use an additional event for this)

If your hack only uses say 50 events, is it okay to use the unused events at the end of the list to make additional levels & secrets?

Because you can't just "edit" what you've already done with your events which are in order. Each event after that point will need to be moved.

What I am asking here is, if you used event 70 and 71 for example, then you play the game, will that event still trigger as normal when you pass the previous level that you have set to trigger those events?

So say you pass the level on event 6, will event 6 still trigger event 70 AS long as you have the level tile set to reveal on event 6?
Do you talk about retriggereing events? If so, no you can't. Any event can only be run once. Beating a level to activate an event a second time won't work with just Lunar Magic.
No I wasn't talking about retriggering events.

Here's an example: Say you have completed your overworld but you decide you want to place another level SOMEWHERE on your map, you need to use an event for that level tile, right?

Can you use an UNUSED event number from the end of the list, event 70 for example? As long as you link it between the previous and next event?

When you play the game, will event 70 trigger as if it were part of the normal path?


Yes? Events can be activated in any order. It doesn't matter if you leave unused events every so often, those ones will just be ignored when the overworld is being loaded. You could have only event 1 and event 70 used in your entire hack and there would be no issues with that.


The only thing that you really have to consider with regards to the event numbers is the order of how events are loaded. During gameplay, the most recent event will overwrite any tiles placed by previously activated events, regardless of its number. So if you activate event 6, then event 5, event 5 can overwrite the tiles placed by event 6, despite coming "earlier" in the data. However, when reloading the events on save file load, all completed events are sequentially written (so event 5 would be written first, then event 6), meaning the order in which they overwrite each other could switch. Keep that in mind when you place your tiles, in the event that two events are writing to the same spot on the map.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Thank you, this is very useful information.

This has made it far easier for me to go about making my overworld the way I want it to.