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        <title>objectgimmick</title>
        <link>https://sdodr.dev/blitz/objectgimmick?rev=1781198762&amp;do=diff</link>
        <description>Object Gimmicks

Sponges

Sponges are internally labelled as type A,B,C,D and E, dictated how they expand. For B, they expand equally in all directions. In A and D, the bottom face of the sponge stays in the same place, causing it to expand upwards. In C and E, the top face stays static, causing it to expand downwars. In D and E, the back face stays in the same place, causing it to expand forward.</description>
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        <description>LevelIntroBox: Obj_StationPlatformOcta 

LevelIntroInteractable: Obj_TicketGateOcta	

Equipper: Obj_SupplyPointOcta	

FirstCheckPoint: Obj_CheckPointFIrstOcta	

PermaSpecial: ALwaysSpecialSetterOcta

Rail: Lft_Subwaytrack00_Octa

Train : Lft_BaseCampTrain_Octa</description>
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        <title>sidebar</title>
        <link>https://sdodr.dev/blitz/sidebar?rev=1781104628&amp;do=diff</link>
        <description>Getting Started


Editing Levels

Level Gimmicks

Object Descriptions/Lookup

Object Gimmicks

Special Objects

Design Tips

Error Help


Editing Models and Animations

Editing Cutscenes/EventFlows

Editing Text

Editing Music

Getting SFX


KillzXGaming Switch Toolbox

OctoSquiddy Map Editor (2026)

Sheldon10095 Map Editor (2022)

AeonSake MSBT Editor

Gota7 Citric Composer

Aaaboy97 BotW Tools

RoGamer97's Debug Patches</description>
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        <title>error</title>
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        <description>Error Help

Level Does Not Load

May be caused by incorrect szs compression, or the level not existing.

Level Crashes After Loading

May be an issue with rail connections (though rarely the rail itself). Make sure the parameters of the object you are attaching to a rail are equivalent to those found in an official level.</description>
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        <title>special</title>
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        <description>This is effectively an invisible point, used as an anchor for other objects. ActorBindable can be used to bind any object to any other object, allowing the bound object to rotate/translate with the target (note that this is not the bound object simply copying the changes done to the target, but keeping the same angle and distance from the target). AbstractLift is used so that an actual interactable object is not needed, and to have a single-obvious source of the ActorBinding.</description>
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        <title>gimmick</title>
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        <description>Most of the things that change level objectives/failure conditions are in fact invisible objects.



The normal way to end a level is by reaching Obj_GoalOcta.




























Despite what the Supply Point says, this is actually controlled by AlwaysSpecialSetterOcta. If you set the main weapon as Jetpack or AquaBall (Inkjet or Baller) in Mush.release.pack</description>
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