Input format for randomprime's JSON API. The JSON schema can be found here.
No Additional PropertiesThe URL of the JSON schema. Typically https://randovania.org/randomprime/randomprime.schema.json
.
Sets the output mode of randomprime.
The filepath to write the output from the ExportLogbook
run mode.
The filepath of the ISO to be patched.
The filepath of the ISO after patching.
If true prevent the patcher from defaulting pickups to Nothing
items. Also changes the default of many options to be more vanilla-like.
The directory path for custom assets (e.g. Echoes pickup models) to be used during patching.
[Deprecated] Used for item position rando.
Value must be greater or equal to 0
and lesser or equal to 18446744073709551615
Specify a UUID to "etch" into the ISO. It gets placed somewhere around the build version #
Must contain a minimum of 16
items
Must contain a maximum of 16
items
Value must be greater or equal to 0
and lesser or equal to 255
Replace the contents of the specified STRG asset id. STRG are text 'table' files that typically follows the following format: [
All properties whose name matches the following regular expression must respect the following conditions
Property name regular expression:^[0-9]+$
User-preference options like default in-game options, suit colors, Fusion Suit, and more.
No Additional PropertiesDefault values for in-game options used when a new save file is created
No Additional PropertiesValue must be greater or equal to 0
and lesser or equal to 8
Value must be greater or equal to -30
and lesser or equal to 30
Value must be greater or equal to -30
and lesser or equal to 30
Value must be greater or equal to -10
and lesser or equal to 10
0 = mono, 1 = stereo, 2 = dolby
Value must be greater or equal to 0
and lesser or equal to 2
Value must be greater or equal to 0
and lesser or equal to 127
Value must be greater or equal to 0
and lesser or equal to 127
Value must be greater or equal to 0
and lesser or equal to 255
Value must be greater or equal to 0
and lesser or equal to 255
Whether or not the Nintendo, Retro Studios, and Dolby splash screens are shown before the title screen.
Change the colors of the in-game suits by rotating their values along the color wheel. (This currently does not apply to Fusion Suit)
No Additional PropertiesValue must be greater or equal to 0
and strictly lesser than 360
Value must be greater or equal to 0
and strictly lesser than 360
Value must be greater or equal to 0
and strictly lesser than 360
Value must be greater or equal to 0
and strictly lesser than 360
If true, force fusion suit to be enabled by default and stay on after system resets
Path to a directory which randomprime can use to cache a copies of suit color rotations.
Non-critical fixes and improvements to the base game such as fixed sound effects and removed tutorial popups
Fixe crashes, softlocks, undo non-NTSC sequence break patches and more.
X/Y
instead of just X
Changes made to in-game cutscenes.
- Original
: No changes to cutscenes are made.
- Competitive
: Similar to Minor but leaves a few rooms alone where skipping cutscenes would be inappropriate for races.
- Skippable
: Keeps all of the cutscenes in the game, but makes it so that they can be skipped with the START button.
- SkippableCompetitive
: Similar to skippable, but removes some cutscenes from the game which hinder the flow of competitive play. All others are skippable.
- Minor (Deprecated)
: Removes cutscenes that don't affect the game very much when removed.
- Major (Deprecated)
: Allows you to continue playing the game while cutscenes happen.
Rewrites some scan point text which would otherwise obscure a pickup's identity. Also adds scans where pickups are normally visible but not scannable.
Define the default behavior regarding when/how rooms are displayed on the map.
Set the state of Artifact Temple's hint totems and how they displays hints.
All
: Allow all hint scans to be collected immediately.
- None
: Do not allow hint scans to be collected at all.
Default
: Allow only certain hints to be scanned until more artifacts are collected.
If true, the debug crash screen is displayed immediately instead of requiring a controller input from the Player 2 controller port.
If true, the corners of aether boxes are outlined to be visible in-game.
If true, the patcher will automatically place a scan point on doors when modifying which room that door connects to.
If true, removes many hud elements
The filepath to a Trilogy ISO to restore the intended Flaahgra music.
Skip the file select screen and start the game directly in the starting room. Useful for testing.
Removes all video and audio tracks from the ISO. Useful for testing game changes.
Suppresses all standard output from randomprime in the console/terminal window.
Configuration options affecting the player, their starting equipment, the game world, suit properties, and more.
No Additional PropertiesControl how difficulty options are presented tot he player.
- Either
: The player can choose between Normal and Hard difficulty
- NormalOnly
: The player is forced to pick Normal difficulty
- HardOnly
: The player is forced to pick Hard difficulty
The room in which the player will spawn when starting the game from a new save file.
A text box displayed at the start of the game to convey information to they player like starting items or a message to the player.
[Deprecated] Restores the Spring Ball feature from Metroid Prime Trilogy. Use C-Stick Up while being morphed to use Spring Ball. NOTE: You need Morph Ball Bombs to use Spring Ball just like in Metroid Prime Trilogy.
Spring Ball will require this item to be obtained before being able to use it.
Refusing to save at any Save Station while holding L + R will warp you to the starting location (by default, Samus' Ship in Tallon Overworld: Landing Site)
The delay, in seconds, before the player is warped to their starting location when using the feature at a Save Station. Using a value lower than 3 will very likely cause crashing and is not recommended.
Value must be strictly greater than 0.0
Item locations are randomized within the aether box of the rooms they reside in. There is no checking to ensure items are placed inbounds, so seeds are not guaranteed to be logical or even completable. Item scan points are adjusted in this mode to be larger and can be seen through walls.
[Deprecated] Adds pickups to rooms which normally have none at random positions.
Removes all blast shields from all doors that have them in the vanilla game.
Removes heat protection from Gravity Suit and Phazon Suit, giving more usefulness to the Varia Suit pickup.
Configure how suit damage reduction is calculated.
- Default
or false
: Based on strongest suit.
- Progressive
or true
: Based on number of suits.
- Additive
: Individual suits provide added damage reduction.
NOTE: boolean values are deprecated.
Configure how much damage per second you take in heated rooms when you don't have the proper protection.
Value must be greater or equal to 0.0
Configure how much damage per second you take in poison water.
Value must be greater or equal to 0.0
Configure how much damage per second you take in Phazon. NOTE: By default, this value scales exponentially over time. Use phazonDamageModifier to change this if you wish to greatly raise the damage value and have the player survive for >1 second.
Configure how the damage value for Phazon is calculated.
- Default
: Exponential damage per second.
- Linear
: Consistent damager per second.
- Linear_Delayed
- Unknown
Whether or not the region elevators start active without the need of Scan Visor to activate the holograms. This settings does not affect the elevators within rooms of a region, like the elevators to/from Control Tower in Phendrana Drifts.
An option to skip the Ridley fight in Artifact Temple once all the Artifacts have been collected, providing immediate access to the Impact Crater teleporter.
Apply patches to replace the hint state logic with logic needed for Randovania's multiworld functionality.
For Randovania use only
No Additional ItemsValue must be greater or equal to 0
and lesser or equal to 255
The items with which the player starts the game.
No Additional PropertiesValue must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
The items the player has after the item loss sequence, if enabled.
Same definition as startingItemsControls or not the player experiences item loss from the Connection Elevator to Deck Alpha cutscene.
Visor which is open when the player spawns viewing, regardless of if they have the corresponding item. Also the visor which the player unmorphs into. Defaults to the first included item specified in startingItems in order of: Combat, Thermal, XRay, and Scan.
Beam which the player starts the game holding, regardless if they have the corresponding item. Defaults to the first item specified in startingItems in order of: Power, Plasma, Ice, Wave.
If true, lets the player use their arm cannon while swinging with Grapple Beam. Note that there is a minor visual bug when beam combos are used.
Modifies escape sequence timers such as the one in Frigate Orpheon to count up instead of down.
[Deprecated] Does not do anything anymore
If enabled, Missile Stations also refill Power Bomb ammunition.
Affects door behavior when a blast shield is destroyed.
- Original
: Doors always stay the same color after opening.
- PrimaryBlastShield
: Doors under blast shields downgrade their vulnerability to Blue/Wave/Ice/Plasma from vulnerabilities with more requirements after opening.
- BlueBlastShield
: Doors under blast shields downgrade to Blue doors after opening.
The amount of energy provided by an Energy Tank.
Value must be greater or equal to 0
The maximum capacity which a player can have of an item.
No Additional PropertiesValue must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Removes the Central Dynamo item requirement for activating the Phazon Elite boss fight.
Allows acess to Vault from Main Plaza.
Scan through barrier of Research Lab Hydra when approached from behind.
Power door in Main Ventilation Shaft Section B when approached from behind.
Disable Main Quarry barrier automatically when approached from Mine Security Station.
Remove PCA locks and allow passing through lower mines scan barriers from the back.
Decrease conduit health from 5.0 to 1.0, allowing activation even if 1 out of 3 Wave shots hit.
Remove the locks from Mine Security Station, allowing the player to leave without completing the fight encounter.
Remove the trigger that initiates the Hive Mecha miniboss fight.
Modifies the Sandstone block in Arboretum on the path to Flaahgra to be weak to power bombs.
Replace the 'random add' timer values us in the Incinerator Drone miniboss fight with constants.
No Additional PropertiesValue must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Set the seed of the maze in Central Dynamo. Note that this exposes mazes not normally accessible in vanilla. Most mazes are bad, so be sure to test in-game.
No Additional ItemsValue must be greater or equal to 0
and lesser or equal to 4294967295
Changes the vulnerabilities to the shields covering the bomb slots in Hall of the Elders.
No Additional PropertiesChange the game information displayed by emulators/loaders.
No Additional PropertiesMessage text displayed inthe bottom-right of the file select menu.
Defaults to an auto-generated spoiler of all local pickups.
The message displayed on the mission complete screen at the end of the game.
The hint provided to the player when scanning the respective Artifact's totem in Artifact Temple. Supports color modification with &push and &pop delimiters. If left unspecified, defaults to humorous hints which include the room name of the corresponding artifact.
No Additional PropertiesOverride layer(s) in Artifact Temple to remove Artifact it's collection requirement(s). If unspecified, these layers are set only if the Artifact is not placed anywhere in levelData
.
Set the number of totems which need to be activated for the ridley fight to be triggered. Totems can be activated by:
1. Collecting the artifact corresponding to the totem
2. Excluding the artifact from levelData
3.artifactTempleLayerOverrides
is set to true
for the artifact corresponding to the totem
Value must be greater or equal to 0
and lesser or equal to 12
Option to remove doors and let the player walk directly through the dock to the next room. Can be dangerous if the next room has not finished loading.
Modifiers to the size of bosses and minibosses. Settings this value too high or low can render the encounter impossible.
No Additional PropertiesValue must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
[Deprecated] If true, block sizes will be the same size that the were in v1.19.2 and earlier. This is the equivalent of multiplying all block scale values by 1.7036
If true, it becomes nearly impossible to transition most doors while oob.
Change the value of various CTWK values found in Tweaks.Pak
. Many of these values are either relative or multiplicative to the default values.
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0.0
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be greater or equal to 0.0
Value must be strictly greater than 0.0
Value must be greater or equal to 0.0
Value must be strictly greater than 0.0
Value must be strictly greater than 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
RGB scaled from 0.0 to 1.0
Must contain a minimum of 3
items
Must contain a maximum of 3
items
Value must be greater or equal to 0.0
and lesser or equal to 1.0
Patches for modifying the contents of a specific room.
No Additional PropertiesPatches for modifying the behavior of doors within a room. In this object, doors are specified by their Dock Number
. See
Each additional property must conform to the following schema
Type: objectChoose the "door color" for this door. This replaces the glowing shield actor and updates it's damage vulnerability to match. Defaults to vanilla if unspecified.
Choose the "shield" to go over this door and it's vulnerability. Picking None
will remove the vanilla blast shield if it exists and picking Unchanged
will change nothing from vanilla.
Re-route this door to move the player to a different room instead of the room typically adjacent to this door. This works best when connections are specified bi-directionally, but it is not strictly requried. The mini-map does not update to reflect these changes at this time.
No Additional PropertiesName of a room in this same region which this door should connect to
The dock number in the destination room which to connect to.
Value must be greater or equal to 0
and lesser or equal to 5
Modify or add pickups in this room. If the length of this array is greater than the number of pickups found in the room normally, additional pickups will be added to the room. Note that additional pickups require a position
.
The instance ID to use for this pickup. Only used if this is an "additional" pickup.
Value must be greater or equal to 0
and lesser or equal to 16777215
Defines what is acquired when the pickup is obtained.
Same definition as springBallItemThe text displayed to the user when the pickup is scanned. Defaults to the pickup type
.
The text displayed to the user when the pickup is obtained. Defaults to <type> Acquired!
.
The amount which the player's inventory capacity for this item increases when the pickup is obtained. Defaults to 1
, except for Missile
, which defaults to 5
.
Value must be greater or equal to -2147483648
and lesser or equal to 2147483647
The amount of missiles/energy that this pickup refills. Defaults to maxIncrease
.
Value must be greater or equal to -2147483648
and lesser or equal to 2147483647
If true, this pickup will respawn every time the room is reloaded.
The model which is displayed in-game. Defaults to the pickup type
or an item closely related. Note that the available models can be expanded by specifying an externAssetsDir
with additional model assets.
The [X, Y, Z]
coordinates of the pickup. Required for any number of pickups beyond what is found in the vanilla room.
Must contain a minimum of 3
items
Must contain a maximum of 3
items
If true, show a pop-up dialog to display the hudmemoText
for 3 seconds before it can be dismissed with the A Button.
If true, modify the pickup's scan point to be larger and scannable through terrain.
Teleports the player to the specified room when the pickup is obtained.
Same definition as Frigate Escape CutsceneIf true, marks the pickup location with a white dot on the map
If true, makes the room superheated while the player does not have Varia
If true, removes all water/lava in the room, excluding volumes added by liquids
and submerge
.
If true, adds a water box the size of the room's bounding box, thus fully submerging the room in water.
Add liquid volumes to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Value must be greater or equal to 0
and lesser or equal to 16777215
The layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Value must be greater or equal to 0
and lesser or equal to 63
Define what kind of liquid. Note that Phazon water is unused in the base game and acts similarly to Phazon pools.
Default active state of the liquid.
The extent of the liquid volume.
Must contain a minimum of 3
items
Must contain a maximum of 3
items
Value must be strictly greater than 0.0
Define this room's behavior regarding when/how it is displayed on the map.
Add scan points to this room.
No Additional ItemsThe instance ID to use for this scan point. Useful for activating objects on SCAN_DONE.
Value must be greater or equal to 0
and lesser or equal to 16777215
Layer
Value must be greater or equal to 0
and lesser or equal to 63
Text to display when scanned.
The instance ID to use for the cosmetic actor if combatVisible: true
Value must be greater or equal to 0
and lesser or equal to 16777215
If true, places a "Elevator Scan" actor over the scan point so it visible in all visors.
Rotation of the scan point. This is only needed if combatVisible: true
.
Value must be greater or equal to 0
and strictly lesser than 360
If true, this scan point is important and will be displayed with the red scan icon instead of the normal yellow.
Title to display in the logbook for this research entry.
Which logbook category to file this research entry under.
Value must be greater or equal to 0
Moves the default spawn of this room to the provided position. This is used when starting a new game, and when taking an elevator to this room.
Same definition as positionOffset the bounding box used for physics calculations in any direction. This effectly moves aether walls and ceilings.
Same definition as positionScale the bounding box extent to be larger/smaller in any direction.
Same definition as scaleAdd platforms to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the platform.
The rotation of the platform.
Same definition as positionPick what type of platform.
- Metal
: Circular floating platform found in Phazon Processing Center.
- Snow
: Coarse circular floating platform found in Phendrana Canyon.
- Block
: A perfect cube, close to 1x1x1 game units
- HalfBlock
: Same as Block
, but half as tall
- LongBlock
: Same as HalfBlock
, but twice as long
- BombBox
: Multi-stage destructible box found in Magmoor Caverns - Transport Tunnel A. It's collision does not rotate
- Empty
: A platform without any textures or collision. This is useful for making non-platform objects follow a path of waypoints.
[Deprecated] use type
instead.
[Deprecated] Add camera hint + camera hint trigger pairs to this room. They are somewhat broken. Use newCameraHints
instead.
Layer of the pair of objects
Value must be greater or equal to 0
and lesser or equal to 63
Instance ID of the trigger used. Defaults to next unused ID.
Value must be greater or equal to 0
and lesser or equal to 4294967295
Instance ID of the camera object. Defaults to next unused ID.
Value must be greater or equal to 0
and lesser or equal to 4294967295
0
: Default
1
: FreezeLookPosition
2
: HintBallToCam
3
: HintInitializePosition
4
: HintFixedPosition
5
: HintFixedTransform
6
: PathCameraDesiredPos
7
: PathCamera
8
: SpindleCamer
Value must be greater or equal to 0
and lesser or equal to 8
Add blocks to this room. They are specifically the sandstone blocks found in Ruined nursery as they are the closest thing to a 1x1x1 perfect square as I could find.
No Additional ItemsThe instance ID to use for this block. Cannot be already in use by any other object in this room.
Value must be greater or equal to 0
and lesser or equal to 16777215
Default active state of the block.
The layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerExtent of the block. While it is close, it should be noted this is not exactly 1:1 with game units.
Same definition as scaleTexture to use across the block's surface.
Add lock-on/grapple points to this room.
No Additional ItemsLayer # to place the lockOnPoint at
Value must be greater or equal to 0
and lesser or equal to 63
If true, adds grapple functionality to this point.
[Deprecated] If true, removes the ability to lock on, making this just a point.
Instance ID of the actor object. Defaults to next unused ID.
Value must be greater or equal to 0
and lesser or equal to 4294967295
Instance ID of the lock-on target. Defaults to next unused ID.
Value must be greater or equal to 0
and lesser or equal to 4294967295
Set to false to disable the actor by default.
Set to false to disable the lock-on target by default.
Edit the ambient fog settings for this room. Use "distanceFogs" if you need a more specific use case.
No Additional Properties[Deprecated] Fog is always mode=1
Value must be greater or equal to 0
and lesser or equal to 15
[Deprecated] There is no need to set this
RGBA fog color for this room.
Must contain a minimum of 4
items
Must contain a maximum of 4
items
Value must be greater or equal to 0.0
and lesser or equal to 1.0
X and Y axis ranges for the fog of this room.
Must contain a minimum of 2
items
Must contain a maximum of 2
items
Value must be strictly greater than 0.0
Must contain a minimum of 2
items
Must contain a maximum of 2
items
Scale the ambient brightness of this room up or down. This mostly affects areas of the room which have no nearby light sources.
Value must be strictly greater than 0.0
Adds a pair of triggers to start/stop an escape sequence timer. Note that the escape sequence timers can be modified to count up in gameConfig
.
Time in seconds with which to initialize the escape sequence counter with.
Position to place the stop trigger. If you don't want a stop trigger, just place this at Z -1000.
Same definition as positionAdd triggers to this room which teleport the player to a specific location when entered.
No Additional ItemsPosition to send the player to when the trigger is entered.
Same definition as positionFacing angle of the player when they are repositioned.
Value must be greater or equal to 0
and strictly lesser than 360
Add hudmemos to this room. These are used to display text to the player.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the hudmemo.
Message to display to the player
Message show duration
Value must be strictly greater than 0.0
Determines whether or not a popup box is used
List of Instance IDs (in decimal form) to remove from this room.
No Additional ItemsValue must be greater or equal to 0
and lesser or equal to 4294967295
Modify the starting state of any layer for this room
No Additional PropertiesAll properties whose name matches the following regular expression must respect the following conditions
Property name regular expression:^(?:[0-9]|[1-5][0-9]|6[0-3])$
Whether or not this layer starts enabled
Deprecated, use objects.layer
instead.
Move objects in this room to a different layer by instance ID. If the specified layer does not exist, it will be created.
All properties whose name matches the following regular expression must respect the following conditions
Property name regular expression:^[0-9]+$
Value must be greater or equal to 0
and lesser or equal to 4294967295
Modify properties of existing objects by their instance ID. Only generic properties shared across many object types can be edited such as position/scale. Not all objects support all properties. In these cases, an error is thrown when patching the ISO.
No Additional PropertiesAll properties whose name matches the following regular expression must respect the following conditions
Property name regular expression:^[0-9]+$
Layer # to move this object to. If the specified layer does not exist, it will be created.
Value must be greater or equal to 0
and lesser or equal to 63
Relative size of the object as defined in it's PatternedAITypedef
Value must be strictly greater than 0.0
Relative damage of the object as defined across it's PatternedAITypedef
and/or DamageInfo
structs.
Value must be strictly greater than 0.0
Relative speed of the object as defined in it's PatternedAITypedef
Value must be strictly greater than 0.0
Relative detection range of the object as defined in it's PatternedAITypedef
Value must be strictly greater than 0.0
Relative attack range of the object as defined in it's PatternedAITypedef
Value must be strictly greater than 0.0
Sets all vulnerabilities of this object with the value specified here.
Replace one or more vulnerabilities of this object. Vulnerabilities are indexed in the order which they appear in PWE starting at 0.
All properties whose name matches the following regular expression must respect the following conditions
Property name regular expression:^[0-9]+$
Adjust the amount of health of this object.
Value must be strictly greater than 0.0
Adjust the amount of health of specific components of this object. Healths are indexed in the order which they appear in PWE starting at 0.
All properties whose name matches the following regular expression must respect the following conditions
Property name regular expression:^[0-9]+$
Value must be strictly greater than 0.0
[Deprecated] Replace audio file(s) specified by existing StreamedAudio objects in this room. Use streamedAudios
instead.
All properties whose name matches the following regular expression must respect the following conditions
Property name regular expression:^[0-9]+$
The filename(s) of the new audio file. Example: /audio/min_phazonL.dsp|/audio/min_phazonR.dsp
.
Add additional connections between objects in this room.
No Additional ItemsInstance ID of the object which contains the connection.
Value must be greater or equal to 0
Instance ID of the object which the message is to be sent to.
Value must be greater or equal to 0
Object state which to send the message when reached.
Message which is sent.
Remove connections between objects in this room.
No Additional ItemsAdd relays to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the relay.
[Deprecated] Use specialFunctions
instead
Value must be greater or equal to 0
and lesser or equal to 4294967295
Add timers to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the timer.
Start time in seconds.
Value must be greater or equal to 0.0
Used apply random offset to the timer each time it resets.
Value must be greater or equal to 0.0
If true, this timer restarts itself every time it expires.
If true, this timer starts the frame the room finishes loading.
The instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerValue must be greater or equal to 0
and lesser or equal to 4294967295
Add spawn points to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the spawn point.
Orientation which the player should spawn. It appears that only the Z value matters (0-360).
Same definition as positionSets whether this spawn point is to be used as the default for this room. Default spawn points are used when starting a new game and using teleporters.
If true, the player will spawn morphed when repositioned to this spawn point.
Inventory which the player will start with if:
A - The player starts a new game in this room and this spawn point is the only default spawn point.
B - This spawn point receives a RESET
message from another object.
Add triggers to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault activate state of the trigger
If the apply force flag is enabled, this is the force applied.
Same definition as positionIf the damageAmount
is non-zero this is the type of damage which is applied.
Damage per second to apply.
Defines various attributes of the trigger. Use PWE on any existing trigger to calculate this as a number.
Value must be greater or equal to 0
and lesser or equal to 262143
Disable this trigger when entered.
Disable this trigger when exited.
Add special functions to this room. These do vastly different things based on the type
.
The instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerValue must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 63
Any custom items will be stored in UnknownItem2
Same definition as springBallItemValue must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Add streamed audio objects to this room. Useful for playing music or musical stings.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerValue must be greater or equal to 0
and lesser or equal to 127
Value must be greater or equal to 0
and lesser or equal to 4294967295
Add/modify actor rotates in this room. These objects are used to script the rotation of platforms, actors, etc...
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerThe amount to rotate relative to the object's rotation
Same definition as positionThe amount of time it takes to rotate the distances specified by "rotation"
If true, the rotation is applied repeatedly
If true, start applying rotation immediately. Otherwise, apply rotation when "ACTION"
message is received
The default active state of this object
Add/modifgy waypoints in this room. Useful for defining paths of enemies, cameras etc.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the waypoint.
The position of the waypoint.
Same definition as positionThe rotation of the waypoint.
Same definition as positionSpeed at which objects travel towards this waypoint, measured in units/sec.
Value must be strictly greater than 0.0
Time in seconds which a following object will pause after it has ARRIVED
at this waypoint before proceeding to the NEXT
. Does not apply to platforms unfortunately.
Value must be strictly greater than 0.0
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Value must be greater or equal to 0
and lesser or equal to 4294967295
Add/modify counters to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the counter.
Initial value of the counter.
Value must be greater or equal to 0
and lesser or equal to 4294967295
Max value of the counter at which the MAX_REACHED
state is reached.
Value must be greater or equal to 0
and lesser or equal to 4294967295
If true, the counter will automatically revert to startValue
when MAX_REACHED
.
Add/modify switches to this room.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the switch.
If true, the initial state of the switch will be OPEN
If true, the switch will automatically revert to CLOSED
when used.
Add/modify PlayerHints to this room. These are most often used to disable or partially disable the player's control.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the playerhint.
Value must be greater or equal to 0
and lesser or equal to 4294967295
Add/modify distanceFog objects to this room. If you just want to set the global ambient fog level for this room, see "fog".
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the distanceFog object.
[Deprecated] Fog is always mode=1
Value must be greater or equal to 0
and lesser or equal to 15
If true, this fog is applied as ambient fog without the need to send it an ACTION message.
RGBA fog color for this room.
Must contain a minimum of 4
items
Must contain a maximum of 4
items
Value must be greater or equal to 0.0
and lesser or equal to 1.0
X and Y axis ranges for the fog of this room.
Must contain a minimum of 2
items
Must contain a maximum of 2
items
Value must be strictly greater than 0.0
Must contain a minimum of 2
items
Must contain a maximum of 2
items
Add one or more bomb slots to this room. By default they allow the player to use them once before releasing the player and deactivating.
No Additional ItemsThe instance ID to use for the bomb slot's damageable trigger. Add a connection from this object with "state":"DEAD"
to make something happen when the bomb slot is activated.
Value must be greater or equal to 0
and lesser or equal to 16777215
ID to use for the slot platform
Value must be greater or equal to 0
and lesser or equal to 16777215
ID to use for the glow ring actor
Value must be greater or equal to 0
and lesser or equal to 16777215
ID to use for the ball trigger object
Value must be greater or equal to 0
and lesser or equal to 16777215
If provided, the patcher will add a relay with this ID which, if sent "message"
: "SETTOZERO", will activate the bomb slot.
Value must be greater or equal to 0
and lesser or equal to 16777215
If provided, the patcher will add a relay with this ID which, if sent "message"
: "SETTOZERO", will deactivate the bomb slot.
Value must be greater or equal to 0
and lesser or equal to 16777215
The layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerThe default enabled/disabled state of the bomb slot.
Number of seconds after bomb slot activation until the ball is released.
Value must be strictly greater than 0
Add ControllerAction objects in this room. It will send a signal upon press and release, entering the OPEN
and CLOSED
state respectively.
The instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the ControllerAction object.
Select an action that matches the desired button on the controller. Example: Morph
is the X button. (Note that the majority of these are unused or share the same button)
Specify if the object will deactivate after being used
Add playerActors to this room. The animation used is the one of Samus riding an elevator. I was too lazy to add all the dependencies to the room, so the game may stutter substantially when loading a room with one of these.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the player actor.
The position of the platform.
Same definition as positionThe rotation of the platform.
Same definition as positionAdd worldLightFaders to this room. These objects dim the room to the specified level when they receive the ACTION
script message.
The instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the worldLightFader.
Amount to scale light by where 1.0 is unchanged light level.
Value must be strictly greater than 0.0
Rate at which to execute the fade (higher is faster)
Value must be strictly greater than 0.0
Add cameras to this room. These are used for cutscenes.
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerThe position of the camera. Will get overridden if specified a CAMERA_PATH.
Same definition as positionThe rotation of the camera. Will get overridden if specified a CAMERA_TARGET.
Same definition as positionDefault active state of the camera. Generally it should stay deactivated until activated via a script message, unless it's desired to immediately start upon room load.
Duration of the cutscene. Will affect the speed of the camera as well.
Value must be strictly greater than 0.0
Specify if the camera will look at the player. Similar to the cutscene in Hall of the Elders. Will get overridden if specified a CAMERA_TARGET.
Specify if the camera will come out of the player's view before following it's specified path.
Specify if the camera will end up at the player's current view. Similar to the end of Parasite Queen's intro cutscene.
Specify if the player will be visible during the cutscene. Only the Morph Ball can be visible.
Specify if the player's control will be stopped during the cutscene.
Doesn't seem to do anything.
It's use is unknown.
Specify the field of view of the camera. Will get overridden by the CameraWaypoint's FoV setting.
Value must be strictly greater than 0.0
If true, the player will be frozen in place during the cutscene.
Add CameraWaypoints to this room, these are often used alongside camreas to indicate it's path and view via CAMERA_PATH
and CAMERA_TARGET
respectively.
The instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerThe position of the CameraWaypoint.
Same definition as positionThe rotation of the CameraWaypoint.
Same definition as positionDefault active state of the CameraWaypoint.
Used to specify the field of view of the camera if it's used as a CAMERA_PATH
Value must be strictly greater than 0.0
and strictly lesser than 1000000.0
Doesn't seem to do anything.
Value must be greater or equal to 0
and lesser or equal to 2147483647
Add CameraFilterKeyframe objects in this room. They can display certain filters on the screen ranging from black bars seen in cutscenes to screen flashes of any color. overlay_texture
feature is currently incomplete.
The instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the ControllerAction object.
Specify the desired type of filter.
Specify the desired shape of the filter.
The index of the filter. The highest index will be the one to be drawn on top of the other filters with a lower index number.
Value must be greater or equal to 0
It's use is currently unknown.
Value must be greater or equal to 0
The color of the filter.
Must contain a minimum of 4
items
Must contain a maximum of 4
items
Value must be greater or equal to 0.0
and lesser or equal to 1.0
Specify the speed in which the filter will fade in.
Value must be greater or equal to 0.0
Specify the speed in which the filter will fade out.
Value must be greater or equal to 0.0
Add CameraHint objects to this room. They are used to manipulate the Morph Ball camera in various ways. Recommended to use in conjunction with cameraHintTriggers
The instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault active state of the CameraHint.
Requires overrideMinDist
to be true to work.
Value must be greater or equal to 0.0
Requires overrideMaxDist
to be true to work.
Value must be greater or equal to 0.0
Requires overrideBackwardsDist
to be true to work.
Value must be greater or equal to 0.0
Requires overrideLookAtOffset
to be true to work.
Requires overrideChaseLookAtOffset
to be true to work.
Requires overrideFov
to be true to work. 55.0 = Morph Ball Camera Fov
Value must be greater or equal to 0.0
Requires overrideAttitudeRange
to be true to work
Value must be greater or equal to 0.0
Requires overrideAzimuthRange
to be true to work
Value must be greater or equal to 0.0
Requires overrideAnglePerSecond
to be true to work
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Requires overrideElevation
to be true to work
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Value must be greater or equal to 0.0
Add CameraHintTrigger objects to this room. They behave like regular triggers but they can be rotated and have less properties
No Additional ItemsThe instance ID to use for this object. If the provided ID matches an existing object, the existing object will be modified. Otherwise, a new object will be added.
Same definition as idThe layer # to use for this object. Defaults to 0 unless ID matches an existing object in which case the layer is unchanged.
Same definition as layerDefault activate state of the trigger
Disable this trigger when entered.
Disable this trigger when exited.
Patches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking HangarPatches for modifying the contents of a specific room.
Same definition as Exterior Docking Hangar