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       <dc:date>2026-11-09T16:09:44+00:00</dc:date>
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        <dc:date>2026-11-05T17:30:26+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>objectgimmick</title>
        <link>https://sdodr.dev/octa/objectgimmick?rev=1793899826&amp;do=diff</link>
        <description>Object Gimmicks

8-Ball

Obj_VictoryBallOcta is a fairly simple object on its own. The below example is taken from A03 Wassup 8-Ball Station (OctVBallUpDown):


    - Id: obj242
      IsEnableCulling: true
      IsLinkDest: true
      IsRotLaunchDashRing: false
      LayerConfigName: Cmn
      Links: {}
      ModelName: null
      Rotate: {X: 0.00000, Y: 0.00000, Z: 0.00000}
      Scale: {X: 1.00000, Y: 1.00000, Z: 1.00000}
      Team: !l 2
      Translate: {X: -297.50000, Y: 60.00000, Z: 670.00…</description>
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        <dc:date>2026-11-04T14:27:17+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>error</title>
        <link>https://sdodr.dev/blitz/error?rev=1793802437&amp;do=diff</link>
        <description>Error Help

Level Crashes During Load

May be caused by incorrect szs compression, the level not existing, or the game calling on objects it shouldn&#039;t (an Octo Expansion map calling on a Versus object).

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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        <dc:date>2026-10-30T16:55:07+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>objects - 8ball extras</title>
        <link>https://sdodr.dev/octa/objects?rev=1793379307&amp;do=diff</link>
        <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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        <dc:date>2026-10-18T17:27:22+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>invisobject - RailStepForwardPoint research updates</title>
        <link>https://sdodr.dev/octa/invisobject?rev=1792344442&amp;do=diff</link>
        <description>Invisible Objects

LinkDstMapObjKillerOcta

This object is used to delete existing objects. This example was taken from H04 Shooter McStation (OctBoxSniper).


      IsLinkDest: true
      LayerConfigName: Cmn
      Links:
        Objs:
          - {DefinitionName: Objs, DestUnitId: objXXX, UnitFileName: &#039;&#039;}
      Memo: null
      ModelName: null
      Team: !l 2
      UnitConfigName: LinkDstMapObjKillerOcta</description>
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        <dc:date>2026-10-05T19:17:51+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>objectgimmick</title>
        <link>https://sdodr.dev/blitz/objectgimmick?rev=1791227871&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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        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>gimmick</title>
        <link>https://sdodr.dev/blitz/gimmick?rev=1791122731&amp;do=diff</link>
        <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_Goal(Octa).


Levels that requires the collection of eight mini-zapfish or datapoints use Obj_RogPoint(Octa). SequenceSwitch objects can be used to react to a certain number of RogPoints being obtained, using the following parameters:</description>
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        <dc:date>2026-09-28T13:54:04+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>rails</title>
        <link>https://sdodr.dev/blitz/rails?rev=1790603644&amp;do=diff</link>
        <description>Moving Level Elements, Rails and OneTimeRot

Whether you want levels to have moving platforms or for path/hazards to open up upon certain conditions, you will need to use Rails or OneTimeRot parameters. 

Note that if you want objects to stay how they were upon reset, leave Switchable</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2026-09-24T02:41:42+00:00</dc:date>
        <dc:creator>nyarumi (nyarumi@undisclosed.example.com)</dc:creator>
        <title>special</title>
        <link>https://sdodr.dev/blitz/special?rev=1790217702&amp;do=diff</link>
        <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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        <dc:date>2026-09-02T18:53:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>dokuwiki-128.png - created - external edit</title>
        <link>https://sdodr.dev/?image=wiki%3Adokuwiki-128.png&amp;ns=wiki&amp;rev=1788375207&amp;tab_details=history&amp;media_do=diff&amp;do=media</link>
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        <dc:date>2026-08-28T16:29:55+00:00</dc:date>
        <dc:creator>gameboyadv4002 (gameboyadv4002@undisclosed.example.com)</dc:creator>
        <title>sidebar</title>
        <link>https://sdodr.dev/blitz/sidebar?rev=1787934595&amp;do=diff</link>
        <description>Getting Started



Weapon Details


Editing Levels

Moving Level Elements, Rails and OneTimeRot

Level Gimmicks

Object Descriptions/Lookup

Enemies

Object Gimmicks

Invisible Objects

Design Tips

Error Help


Editing Models and Animations

Editing Cutscenes/EventFlows

Editing Text

Editing Music

Editing SFX


KillzXGaming Switch Toolbox

OctoSquiddy Map Editor (2026)

Sheldon10095 Map Editor (2022)

AeonSake MSBT Editor

libertyernie Looping Audio Converter

Gota7 Citric Composer

Aaaboy97 …</description>
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