This is probably the most important tool of all, and by far the most complicated. Special is short for Special Event, and these are used whenever you want anything special to happen, like sending the player to a new level, making a monster appear, opening a wall up, or any number of odd little things. The basic usage of this tool is easy enough: click on the level to place a new special (takes you to the Special Edit Screen to set it up), click on an existing special to modify it, or right click an existing special to delete it. Easy! Now the hard part is actually setting up the special.
Here's the Special Edit Screen. The top 5 boxes are the Triggers, and the bottom 5 are the Effects. A special is basically an If-Then. For example, "If Bouapha steps on 5,3, Then Go To Level 'Scary Island'.". The triggers are the "If" part of the sentence, and the Effects are the "Then" part. Triggers are stuff you want to check, Effects are stuff you want to do. There are only two buttons that aren't part of the triggers or effects: "# Of Uses" and "Exit". I think you know what Exit does. "# Of Uses" specifies how many times this special can be triggered. Usually you will want either 1 use, or unlimited. You can right click this button to set it to unlimited. Whatever number you choose, the special simply won't trigger again after that many times of being triggered. Left-click the button to enter a number.
A Special will take effect if its set of Triggers evaluates to TRUE. Each Trigger is a condition to check for, like "Player has 2 Hammer Ups". You can modify a Trigger by turning on the "Not" button in front of it. That will make the trigger true if it's false, if you see what I mean! So "NOT Player has 2 Hammer Ups" would be true if the player has 1, 3, 4, or 5 Hammer Ups. It'd be false if he had 2.
Besides using "Not", you need to combine your triggers, if you're using more than one. You do this with either "AND" or "OR". Click where it says "OR" after each trigger to toggle it between AND and OR. Those two do just what you would expect - "A AND B" is true only if both A and B are true, "A OR B" is true if either A or B is true. Really simple. If you have more than two triggers, it gets more complex.
They're evaluated in order, so for example "A AND B OR C OR D" would be true if... both A and B are true, or C is true, or D is true. "A AND B OR C AND D" is a little tougher and a better example of how they are handled in order. It starts with "A AND B", true only if both are true, "OR C", so now either A and B must be true, or C must be true. Then the "AND D" means that D has to be true, as well as the result of the previous stuff being true. So overall, this is true if A, B, and D are true, or C and D are true, or they're all true. That make sense? You can make it even more complicated if you like - you've got 5 triggers to do it in! In general, it should be simple though - you'll either want to check if any of a bunch of conditions are true, or only trigger if all of a bunch of conditions are true, so you'll either use all ANDs or all ORs. If you want to get more tricky than that, you'll have to understand the boolean logic to it all!
To choose a trigger, you simply hold the mouse button down on the "Select" button to get the list of possible triggers. Pick one, then click or right click on each of the buttons that that trigger gives you to set them how you like. Most buttons do something different when left-clicked or right-clicked. In general, left-click is "next choice" in a list, and right-click is either "previous choice" or "select from a list" or "reset to default". Try both to see what they do. These are the triggers:
Just means this trigger slot isn't used. Select it to remove a trigger you no longer want. Leaving unused trigger slots in between ones should work fine - unused slots will always be TRUE if they are ANDed, and FALSE if they are ORed, so that they have no effect on the overall equation.
Triggers if the chosen monster steps within the chosen distance of the chosen position. The monster choices (for this and any trigger or effect that calls for a monster) are:
- Goodguy - Triggered by any friendly monster, including the player.
- Badguy - Any enemy monster.
- Anybody - Anybody!
- Player - The player!
- Non-Player - Any monster other than the player.
- Tagged - The currently "Tagged" monster. This will be explained in the Tag Monster effect below.
- A Specific Monster - If you right click, you can choose from the monster list any one specific monster type. That will make the trigger apply only to that one type. If you choose Bouapha, it applies to the player regardless of which playable character they're using.
The distance value is how many tiles away from the selected tile will also count. The default value of 0 means the monster has to step on exactly the chosen tile to trigger it. A value of 1 would be that single tile and the four tiles immediately surrounding it. Higher values continue outward in a diamond shape. You select the target location by clicking anywhere on the level. The default value is the place where the special was put. This trigger only goes off exactly when the chosen monster steps onto a tile that fits the description. So it won't continuously trigger if a monster stands inside the tile, it only triggers immediately upon entering.
Step In RectEdit
All the same options as Step On/Near, but you select a rectangle of the level that it applies to. This will trigger any time the chosen monster steps onto a new tile that is within the rectangle (even if he's already inside the rectangle, if he enters a new tile that is also inside the rectangle, it will trigger again). When you click on the rectangle coordinates, it will show you the level, and you simply click once to pick one corner of your rectangle, and then click again to pick the other corner.
Triggers if the player has the appropriate number of the item you choose. This will always be false if you choose an item the player can't pick up, like a Palm Tree. If you choose something like a Hammer Up, the number it refers to is how many hammers the player has. Any item you choose, it does what's appropriate for that item. Besides the number you want to check for, you can choose "Or Less", "Or More", or "Exactly". Those do the obvious... checking for "3 Or Less" triggers if there are 3, 2, 1, or 0; checking for "5 Exactly" triggers if there are 5. There are some special cases to be aware of:
- Orbiters & Orbit Bombers - Always false... you can't track how many the player has picked up.
- Keychains - If you check for 1 of a specific keychain exactly, it will check for exactly that keychain. But if you check for any more than 1 of a keychain, it doesn't care which specific keychain it is. So to do the standard "need all four keychains to open a level", you'd use the trigger "If player has 4 of item Pumpkin Keychain Exactly" (or Rocket Keychain, etc, it doesn't matter which one).
- Keys Of Lunacy - If you check for 1 or 0 of these Exactly, it refers to the key for this particular world. But if you check for more than 1, it actually checks the player's total count of Keys Of Lunacy earned overall! Kind of an odd feature, we needed it to make the Crazy Asylum Of Madness work the way it did in the original Dr. Lunatic.
- Weapons - Compares to the ammo count of the weapon. So if you check for "22 of item AK-8087 Or More", it triggers if the player is using the AK-8087, and has 22 or more shots left in it. So use "1 Or More" if you just want to know if they are using the weapon.
- Items That Take Stuff Away=== - Items like the Pants Of Futility and Hammer Down which remove power-ups from you simply count as false.
- Healing Items - Items like Pizza and Chinese Food check the player's life instead of any type of item. Maximum life for the player is 128.
- Rage Items - Any item that increases the player's Rage Gauge (there aren't any, but you can make custom ones with the Item Editor) will check the player's rage level. The maximum value is 127 (which is why you can't rage when you have full life!).
- Timed Powerups - Though there is unlikely to be any use for this, these items (like Garlic, The Cloak Invisible, Energy Barrier, and so on) will actually check the amount of time remaining on them, measured in 30ths of a second. Just check for "1 Or More" if you want to just know if they have the power-up in question.
Triggers if a solid object at the chosen location is shot (not a monster though - it has to be a Wall or Item). You can specify whether you want it to only count shots by friendly bullets or enemy bullets, or count both types. The actual location it checks is the chosen tile, plus one tile in any direction from there, to reduce the amount of precision needed.
Check if there are a certain number of the chosen monster type alive in the level. Like other numerical checks, this allows you to use "Or Less" or "Or More" or "Exactly". Selecting the monster type works the same way as Step On/Near.
Triggers at the instant a monster of the chosen type is beaten.
Floor Is TileEdit
Select a location and a specific floor tile graphic, and this will trigger when that location becomes the chosen tile. There actually are uses for this! Be aware it also triggers if a wall is at the chosen location, with a roof matching the tile chosen. The main use for this special is because of that - use it to check if the player has pushed a pushable wall into a certain place.
Triggers if the player has passed the selected number of levels in this world, not including Secret Levels. A very commonly used special in Hub Levels.
Triggers if the player has passed the specifically named level. Simply click on the level name in this trigger repeatedly until you get the one you want (right-click to move backwards in the list).
These are an entire topic of their own. See the Variables section for details.
Triggers if the chosen amount of time has passed. If the special has more than one use assigned to it, this will trigger every time that that amount of time passes again. The time is in seconds, and you can use decimals to do partial seconds (it rounds them to strange amounts, because the game runs at 30 frames per second, so it rounds your entered time to the nearest 30th of a second). The second value for this special is how long to wait before the first time it triggers. For example "Trigger once every 2 seconds after 5 seconds have elapsed" will trigger after 7 seconds, then 9 seconds, then 11, and so on. It starts counting after the 5 seconds are up.
You could actually accomplish this by using a Timed trigger with a time delay of 0 seconds, but for some reason we added this separately. It simply triggers continuously once the delay time has passed. Of course, if the special is set to 1 use, then it actually will only trigger once!
Enter a percentage chance, and that percent of the time, this trigger will be true. It 'rolls' a random number 30 times per second, so if the percentage is more than 1% or so, it will trigger almost all the time. You can AND this with a Timed trigger to get more reasonable checks. For example, if you want a 5% chance every second to have something happen, do "Trigger once every 1 second after 0 seconds have elapsed AND Random chance 5%" - then once each second it will randomly decide if it should trigger.
Chain Off OtherEdit
Select a location, and if a special at that location is triggered, this one will too. For legacy reasons, chained specials actually will take effect before the special that they are chained off of. That can matter sometimes. The only reason you need to use a chained special is if you need a special to do more than 5 effects, or you have more than 5 conditions you need to check at once to trigger it.
Tiles In RectEdit
This checks a rectangle of the level and is true if every tile in that rectangle has the same floor (or roof) tile as the one you chose. The only real use for it is if you want to force the player to 'paint' an area with a certain tile by using "Animate On Step" terrain (see Tile Menu) or pushable walls that leave a different floor behind.
Allows you to check the life of any monster you like. It helps to know what the correct maximum life for that monster is sometimes - you can get this info by scanning the monster. You can specify coordinates as well (right click to change back to the default of "Anywhere"). If you do, this will be false if a monster of the specified type isn't at the coordinates given.
Step On TileEdit
Triggers if the chosen monster type steps onto a tile of the chosen type. Simple enough!
Get Item AtEdit
Triggers if the player picks up an item on the chosen space. This is more useful than using a "Step On/Near" if you're trying to trigger something when the player picks up an item, because it's possible to pick up items without stepping exactly on the space they occupy.
Item On MapEdit
Triggers if the chosen item type is on the chosen space.
Triggers if the chosen enemy is currently awake. Note that you can choose to check for "Some Awake" (true if any enemy fitting the description is awake), "All Awake" (only true if all enemies of that type are awake), or "All Asleep" (true if all of that type are asleep).What exactly Awake and Asleep mean depends on the monster. Some rules are universal: any monster frozen by the Freeze Ray is asleep, any monster who can't find someone to attack is asleep (for instance, if you are wearing the Cloak Invisible or hiding in shadows). Beyond that, most monsters are obvious - if they have a "standing around waiting for Bouapha to get near" pose, that's when they are asleep. If they don't have such a pose, they're always awake.
However, there are several special cases, which can be useful for making unique situations:
- Generators are awake for 1 second right before they generate, but otherwise asleep.
- Egg Sacs, Xeno Eggs, Coffins, and their ilk are only awake when doing their create animation.
- Starfish is only awake if shooting at you
- Starey Bat is only awake if staring at you
- Moss Grande if shooting
- An 'asleep' vampire is one that is garlicked
- The minecart, you-go, and raft are asleep if they're not being ridden
- Turrets of all kinds are awake when firing at you
- Lazybone is awake when shooting at you
- (Death) Patrol are awake whenever they are seeing you and clapping
Items In LevelEdit
Triggers if there are the chosen number of the chosen item type anywhere in the level. You can of course modify it with "Or Less/More/Exactly".
Triggers if the two chosen rectangles on the map are exactly identical. This checks their Floors, Walls, Items, and Light level (not counting temporary light, such as the player's torch, or the glow of missiles). It also checks the map position of monsters, so two rectangles are only identical if they have identically positioned monsters in them (or no monsters, of course).
You may also switch on "Ignore Monsters", if you want to not count monsters in the comparison. Lots of possibilities!
Triggers if the variable chosen contains the same number as the other variable chosen, or less/more/exactly. Allows you to directly compare the contents of variables.
Monster In RectEdit
Triggers if there are 1 or more monsters of the chosen type inside the rectangle. If you use the type "Tagged" it looks to see if monsters of the same type as the Tagged monster are in the rectangle, not necessarily that exact monster.
Item In RectEdit
Triggers if there are 1 or more items of the chosen type inside the rectangle. Real simple!
Triggers if the player has their difficulty set to the chosen level (or less/more/exactly). Use it to modify your level to suit the player's settings! Add more monsters on higher settings, more power-ups on lower settings.
You can choose from "Tap", "Hold", or "Release". Triggers if the player has just tapped, is currently holding down, or has just released, the control key chosen (Up, Down, Left, Right, Fire, or Special).
Obviously this also works for joystick/gamepad control as well!
Triggers if the player is currently playing as the chosen playable character. Select from any of the playable characters. This trigger doesn't care if the player has been changed into any kind of monster - it's just checking which player type is being used (as set in the profile, or via the "Play As" effect, below).
Advanced! This checks to see if the chosen monster has had its color modified to the chosen color. The only way for this to happen is via the "Change Monster Color" special effect, described below.
Advanced! Lets you see if an equation equals a certain value or less/more/exactly. If for some reason you want to know if V1 and V2 add up to 10, you could use "If 'V1+V2' is 10 exactly", things like that. WARNING: When you use this trigger, it actually uses up the text box for the corresponding effect (for instance, if this is your 2nd trigger in the list, it uses up the text box for the 2nd effect in the list). This means that you can't use the effects Message, Song, Show Pic/Movie, Set Variable, or Monster Name in that slot. That's a very tricky thing to remember, but you'll notice it when you see your equation echoed in the effect!
Advanced! Same as Equation, but instead of comparing the equation's result to a number, it compares it to a variable. See the Variables section to understand why you might use these. DOUBLE WARNING: When you use this trigger, it actually uses up the text box for the corresponding effect (for instance, if this is your 2nd trigger in the list, it uses up the text box for the 2nd effect in the list). This means that you can't use the effects Message, Song, Show Pic/Movie, Set Variable, or Monster Name in that slot. That's a very tricky thing to remember, but you'll notice it when you see your equation echoed in the effect!
Effects are much simpler to deal with than Triggers - you just pick them and set up their values, no need to create complex links between them. They're always executed in order, which is often very important - for instance, if you are going to show a movie and want a sound to go along with it, start the sound playing first, or it won't kick in until the movie's done playing! Many Effects have a button marked "Play FX" on the end of them. This allows you to disable their normal visual/audio effect if you want (for example, the noise a wall makes when it is dropped, or the flash of light and sound when you teleport). Then you could use Sound effects to insert your own sounds if you like. Here are the possible effects:
A slot you're not using.
Click the button to type in a message (32 characters maximum). It will pop up at the bottom of the screen. If "Play FX" is on, this makes the standard message sound. If your message begins with "//" (two forward slashes), it won't make a sound, and it won't display the message. Why would you ever want that? To put a comment in one of your specials to help you remember what it means later!
Click to select a sound. On the Sound Select Screen, you can right-click any sound to preview it.
Click to visit a file menu listing all available song files. Pick one and click Load. This will not take effect if the player has music set to anything other than Official music.
This is a unique effect in that it actually has another hidden limit on it - if the player doesn't have as many brains as the level requires, the special will not trigger, or count as a use. Interesting thing about that is that if the WinLevel effect isn't the first, any effects preceding it will take effect, and then it'll reach this effect, and bail out. Not really an issue normally, but true nonetheless. You can specify which level the player will go to from here, in case you want to go somewhere other than the hub level (the default). You can also specify specific coordinates to end up at. The default of AUTO means you appear wherever a Bouapha is placed in that level, but if you select specific coordinates, you'll appear at those instead. Right click the coordinate button to reset it to AUTO.
Unlike Win Level, this doesn't check the number of brains you have. It also doesn't give the player credit for winning. It just jumps you to the new level. This is the special you use to create level entrances. Like Win Level, you can specify which level to go to, and where to appear in it.
Sends the target to a new location. You can specify either "Player" or "Target" to be a victim. The difference is that Player of course teleports the player. Target teleports whoever last triggered the special. For example, if you had "If Pengulon steps on X,Y", this would teleport the Pengulon that did the stepping. If there are multiple targets in your trigger list, the last one in the list is what counts. If "Play FX" is on, this makes a flash of light and a wonky noise.
Use this to convert tiles anywhere on the map. You can choose "Change" or "Toggle". The difference is that after use, a "Toggle" will modify itself to contain the values of what it just changed from, so that if it is triggered again, it'll change back to where it was. A "Change" will always change to the same settings. You can choose "Single Tile", "Touching Tiles", or "All Same Tiles". That means just the tile at the target coordinates, that tile and all tiles connected to it that are identical, or every tile on the entire map that is the same, respectively. Since you can specify both the Floor/Roof and Wall, you can right-click Wall to set it to None. If "Play FX" is on, this will make a "wall up" sound if you change floors into walls, and a "wall down" sound if you change walls into floors. It makes a puff of dust whether going up or down. It makes no sound or dust if you change walls to walls or floors to floors.
Makes a monster appear at the chosen coordinates. Besides a specific type, you can pick "Anybody", "Goodguy", "Badguy", "Tagged", etc... "Anybody" is a very bad idea and picks any monster at random (including monster parts, illegal things like a living, evil, and harmless Mini-Sub, and Bouapha himself), "Goodguy" will summon a random goodguy other than Bouapha (semi-useful, but usually a bunny), "Badguy" will summon a completely random badguy (bad idea - could be a Blower or Sucker), "Non-Player" will summon anyone but Bouapha (bad), and "Tagged" will summon the same type as the tagged monster (useful!). If "Play FX" is on, it uses the same special effects as Teleport.
This is a tricky one to use well. It can make "Temporary" or "Permanent" light. But be warned, Temporary light is very temporary. You have to have the brightness set very high to notice it, or have it triggering very often. This has a similar effect to the "Torch" Plop Mode in the Light tool. It creates a light glow at the target spot at radiating outward from that at less and less intensity as it expands. If the brightness value you supply is negative, it's darkest at the center and fades to normal at the edges. The radius you supply has little effect on how the torch effect looks, it just cuts it off at that radius. The maximum light level is 32 and the minimum is -32, but you can specify much higher or lower values for this to really strengthen the effect (it won't make any individual tile brighter or darker than possible, but it will spread the light further at maximum brightness). The effect of this is blocked by walls, like using the "Line Of Sight" button on the Light tool. If "Play FX" is on, this makes a tweaky little noise that's supposed to sound like lights going on (for permanent light or dark - it makes no sound for temporary).
This is a multipurpose effect, with several different ways to interrupt the game. You just specify the filename from the list of everything in the User folder. Here are the 3 things you can show and how they work:
- Picture - 256-color BMP files allowed only. This just shows the picture you choose on screen and waits for a keypress.
- Movie - FLC files only (you can create this with Autodesk Animator Pro, Jasc Animation Shop which comes with Paint Shop Pro, or Pro Motion... weird, they all have Pro in the name! Regardless, they're all cheap programs). This plays the movie file and ends when the movie ends or the player presses a key.
- Text - Probably the most useful, this will create a screen showing the text in a text file. The three "Mode" choices only affect this type of file. "Standard" shows a color gradient, with your text huge and centered, in the goofy red font that is used for messages during gameplay. You can't fit much text in that. "Computer" shows the computer screen that is used so often in the game menus, with your text sitting on it computery. You can fit tons of text there. "Yerfdog" is what is used in the Gameplay Tutorial - a picture of Yerfdog with a cartoon bubble. You can fit quite a bit of text into that too. Whichever one you use, it won't do word wrapping for you - you need to break your lines at the right places yourself. This too ends with a keypress.
If "Play FX" is on, this will make the message noise in case of showing a BMP or TXT file. It makes no noise for a FLC.
Use this to change one item to another, or remove it. This has all the same options as "Change Tile" and they work in the same way. You can right click the Item Type to choose "None".
Select a source rectangle, and a destination for that rectangle to go. This will copy the source rectangle to the destination rectangle. If the rectangles overlap in any way, the effects can be somewhat unpredictable. It may or may not work, and is not recommended. It works in two modes: "Copy" or "Swap". They are very different:
- Copy - Copies all floors, walls, lighting, and items. Has no effect on monsters or bullets. Moves all specials from the source location to the target location. Note that it only moves the specials themselves, it has no effect on their trigger and effect coordinates.
- Swap - Swaps all floors, walls, lighting, items, specials, monsters, and even bullets, between the source and destination rectangles. This completely swaps the two rectangles. It even modifies the trigger coordinates of specials that are inside the rectangles, but does not modify their effect coordinates!. For the most part, you should just not have specials inside areas to be swapped, but if you must, test them carefully to be sure you understand how swapping affects them.
Destroys all monsters of the chosen type at the chosen location. You can right click the location to set it back to the default of "Anywhere". The destruction is instant. If "Play FX" is on, an explosion and explosion noise will occur for each monster destroyed. If you destroy Bouapha, the player loses the level. That's a handy way to apply arbitrary failure conditions.
Gives all the same options as Kill Monsters, but with the added choice of what to change the monsters into. This simply changes one type of monster to another. Changing the type of a monster doesn't change which team it's on, so if you turn a Buddy Bunny into Matilda-X, you get a friendly Matilda-X, which is quite a friend to have. If you change Bouapha into another monster, you lose control of him until he's changed back. If the monster he becomes is beaten, it doesn't end the level, so you have to force that by hand. Changing a monster also instantly heals the monster completely. If "Play FX" is on, this makes a sparkly ring of color and sound, both of which depend on which team the monster belongs to (blue and happy for good, red and scary for evil).
The same options as Change Monsters, but instead of choosing which monster to become, you choose which team to change to. "Toggle" just makes them change to whichever team they're not. "Play FX" makes the same sound and sparkles as Change Monsters, based on which team you're changing them into.
Does just what it says. Use it to deactivate an unlimited use special that you no longer want triggering. There is no way to bring back a deleted special, so if you need to have one turn off and on, you'll need to use Variables.
Specify a rectangle, and a brightness (-32 to 32), and every tile within the rectangle will be set to the chosen brightness. Really handy for immediately darkening or lightening the entire level, or a room. If "Play FX" is on, it makes the lights-on noise, just like a Light/Dark special.
Select any of the level flags and switch it on or off. Really powerful! Turn on snow or rain, switch a level to underwater, whatever. "Toggle" switches the flag to whatever it wasn't. For information on the Level Flags, see The Level Menu.
Don't use this one. It's included because the way walls used to be toggled in Dr. Lunatic couldn't be implemented using the new version of Change Tiles. It's less useful and uglier than Change Tiles. It's only included for automatic conversion of non-Supreme worlds.
Works just like Kill Monsters, but instead of killing them, it lets you specify how much life you want them to have right now. You can't set it to less than 1 (if you want to do that, use Kill Monsters!). You can set their life higher than their maximum, and it will work, but their life meter will show as maxed out until enough damage is done to bring their life back into the range that monster should have. You can see how much life a monster should have on the Monster Select Screen, if you've scanned that monster. If "Play FX" is on, this has green sparkles if it heals the monster, red sparkles if it harms them. There's no sound effect. You may also switch it to modify the Maximum Life of the monster instead of its current life. The only effect this has is to modify what the monster's life meter looks like, and how much it can be healed by a "Change Life" special. You will have to set the current life separately from changing the maximum life - setting the maximum has no effect on the current amount.
Select a weapon, and it immediately sets the player to that weapon (including None - right click to reset to None). The other option is "Reload if same" - if that's on, and the player is already using the weapon you're trying to force on them, this special will reload the weapon to full ammo. If it's off, this special has no effect if they already have the weapon.
This marks the monster that tripped the special as Tagged. Being Tagged doesn't mean anything, except that you can then specify that monster with other triggers and effects, by choosing "Tagged" as opposed to "Goodguy" or "Badguy".
Works just like Tag Target, only you specify the type of monster to tag and where. If more than one monster meets your criteria, you have no way of knowing which one will be tagged, and it won't always be the same one (but it usually will). So don't use this as a random pick, because it's not very random, and don't rely on it to pick a certain one either (unless there's only one of that type, or you specify coordinates).
Allows you to change which item a monster or group of monsters are holding. If you leave "Play FX" turned on, it also makes a puff of smoke, which you can use for fun.
Only very advanced users will have a use for this. It sets the tile at the chosen coordinates to the tile number contained in the given variable.
This works like Set Life, but adjusts the monster's life by the amount you select (use positive numbers to heal it, negative numbers to hurt it). It can't increase their life beyond the normal maximum, and if it decreases it to zero or less, it will kill the monster (unless it's invincible, in which case it will just stay at 1 life).
Very advanced! This will change the chosen monster's behavior to that of the second monster chosen. Many combinations of monsters just won't work right, and you will have to experiment and test thoroughly to find combinations that do what you want. One major feature of this is that you can assign Bouapha AI to other monsters to make the player play as different creatures. This is only visual, and the gameplay is still the same as always (although, as mentioned, some monster types won't be able to do all the things Bouapha can). When you start mixing in vehicles, flying monsters, and more, it gets very confusing indeed! Experiment and test!
This allows you to change the name of the chosen monster. The only place you'll ever see that is on the monster's life meter when it gets hit.
Colorize the chosen monster. This a tricky effect to use properly. First of all, many monsters are just recolored versions of other monsters already (for instance, a Wacky Wizard is Santa Claus with all red replaced by blue). If you are using this special on a recolored monster, you need to know what color the original monster is, because that's what this will act on. Also, if you for example replace grey with green on Wacky Wizard, he'll switch to a red suit. This is because each monster can only have one recoloring at a time, so his normal red->blue recoloring disappears. Whether or not a monster is recolored can be found on it's entry in this Wiki, e.g. Jalapeno
Modifies the natural brightness of the chosen monster. The monster will still get brighter or darker depending on the lighting it's under, but this modifies its natural brightness, when under zero lighting. Use it to make a monster's normal color look more white or black.
Select any of the playable characters. This makes the player forcibly change to that playable character, for the current level only. This can be combined with the Monster AI and Change Monster specials to make many combinations of different looks for the player, while at the same time giving them a variety of different attacks (several playable characters have unique attacks).
So that's specials for you! Two thirds of this entire instruction manual devoted to one tool. The power of what you can do with specials is so vast, it's still not even beginning to be tapped. Experiment - and don't think of things in terms of "what can I do with this effect?". Instead, think "I want to make a level that does this... how can I accomplish it?", because chances are you can!