Randomprime API

Type: object

Input format for randomprime's JSON API. The JSON schema can be found here.

No Additional Properties

Type: string

The URL of the JSON schema. Typically https://randovania.org/randomprime/randomprime.schema.json.

Type: enum (of string) Default: "CreateIso"

Sets the output mode of randomprime.

Must be one of:

  • "CreateIso"
  • "ExportLogbook"
  • "ExportAssets"

Type: string Default: "logbook.json"

The filepath to write the output from the ExportLogbook run mode.

Type: string Default: "prime.iso"

The filepath of the ISO to be patched.

Type: string Default: "prime_out.iso"

The filepath of the ISO after patching.

Type: boolean Default: false

If true prevent the patcher from defaulting pickups to Nothing items. Also changes the default of many options to be more vanilla-like.

Type: string Default: null

The directory path for custom assets (e.g. Echoes pickup models) to be used during patching.

Type: integer

[Deprecated] Used for item position rando.

Value must be greater or equal to 0 and lesser or equal to 18446744073709551615

Type: array of integer

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

No Additional Items

Each item of this array must be:

Type: integer

Value must be greater or equal to 0 and lesser or equal to 255

Type: object

Replace the contents of the specified STRG asset id. STRG are text 'table' files that typically follows the following format: [, , ]

No Additional Properties

All properties whose name matches the following regular expression must respect the following conditions

Property name regular expression: ^[0-9]+$
Type: array of string
No Additional Items

Each item of this array must be:

Type: string

Type: object

User-preference options like default in-game options, suit colors, Fusion Suit, and more.

No Additional Properties

Type: object

Default values for in-game options used when a new save file is created

No Additional Properties

Type: integer Default: 5

Value must be greater or equal to 0 and lesser or equal to 8

Type: integer Default: 0

Value must be greater or equal to -30 and lesser or equal to 30

Type: integer Default: 0

Value must be greater or equal to -30 and lesser or equal to 30

Type: integer Default: 0

Value must be greater or equal to -10 and lesser or equal to 10

Type: integer Default: 1

0 = mono, 1 = stereo, 2 = dolby

Value must be greater or equal to 0 and lesser or equal to 2

Type: integer Default: 127

Value must be greater or equal to 0 and lesser or equal to 127

Type: integer Default: 127

Value must be greater or equal to 0 and lesser or equal to 127

Type: integer Default: 255

Value must be greater or equal to 0 and lesser or equal to 255

Type: integer Default: 255

Value must be greater or equal to 0 and lesser or equal to 255

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: true

Type: boolean Default: false

Type: boolean Default: false

Whether or not the Nintendo, Retro Studios, and Dolby splash screens are shown before the title screen.

Type: object

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 Properties

Type: integer Default: 0

Value must be greater or equal to 0 and strictly lesser than 360

Type: integer Default: 0

Value must be greater or equal to 0 and strictly lesser than 360

Type: integer Default: 0

Value must be greater or equal to 0 and strictly lesser than 360

Type: integer Default: 0

Value must be greater or equal to 0 and strictly lesser than 360

Type: boolean Default: false

If true, force fusion suit to be enabled by default and stay on after system resets

Type: string Default: "cache"

Path to a directory which randomprime can use to cache a copies of suit color rotations.

Type: boolean Default: true

Non-critical fixes and improvements to the base game such as fixed sound effects and removed tutorial popups

Type: boolean Default: false

Fixe crashes, softlocks, undo non-NTSC sequence break patches and more.

Type: boolean Default: false
  • Remove all of the item aquisition cutscenes (e.g. Space Jump)
  • Remove all but 1 of the file select background videos so that during races, everyone spawns into the game at the same RTA
  • Remove all but 1 of the attract videos to make copying the game to your wii faster
  • Skip item acquisition pop-up message
  • Make the morph ball and missile HUD says X/Y instead of just X

Type: enum (of string)

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.

Must be one of:

  • "Original"
  • "Competitive"
  • "Skippable"
  • "SkippableCompetitive"
  • "Minor"
  • "Major"

Type: boolean Default: false

Rewrites some scan point text which would otherwise obscure a pickup's identity. Also adds scans where pickups are normally visible but not scannable.

Type: enum (of string) Default: "MapStationOrVisit"

Define the default behavior regarding when/how rooms are displayed on the map.

Must be one of:

  • "Always"
  • "MapStationOrVisit"
  • "Visit"
  • "Never"
  • "MapStationOrVisit2"

Type: enum (of string) Default: "All"

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.

Must be one of:

  • "All"
  • "None"
  • "Default"

Type: boolean Default: true

If true, the debug crash screen is displayed immediately instead of requiring a controller input from the Player 2 controller port.

Type: boolean Default: false

If true, the corners of aether boxes are outlined to be visible in-game.

Type: boolean Default: true

If true, the patcher will automatically place a scan point on doors when modifying which room that door connects to.

Type: boolean Default: false

If true, removes many hud elements

Type: string

The filepath to a Trilogy ISO to restore the intended Flaahgra music.

Type: boolean Default: false

Skip the file select screen and start the game directly in the starting room. Useful for testing.

Type: boolean Default: false

Removes all video and audio tracks from the ISO. Useful for testing game changes.

Type: boolean Default: false

Suppresses all standard output from randomprime in the console/terminal window.

Type: object

Configuration options affecting the player, their starting equipment, the game world, suit properties, and more.

No Additional Properties

Type: enum (of string) Default: "Either"

Control 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

Must be one of:

  • "Either"
  • "NormalOnly"
  • "HardOnly"

Type: enum (of string)

The room in which the player will spawn when starting the game from a new save file.

Must be one of:

  • "Chozo Ruins:Antechamber"
  • "Chozo Ruins:Arboretum Access"
  • "Chozo Ruins:Arboretum"
  • "Chozo Ruins:Burn Dome Access"
  • "Chozo Ruins:Burn Dome"
  • "Chozo Ruins:Crossway Access South"
  • "Chozo Ruins:Crossway Access West"
  • "Chozo Ruins:Crossway"
  • "Chozo Ruins:Dynamo Access"
  • "Chozo Ruins:Dynamo"
  • "Chozo Ruins:East Atrium"
  • "Chozo Ruins:East Furnace Access"
  • "Chozo Ruins:Elder Chamber"
  • "Chozo Ruins:Elder Hall Access"
  • "Chozo Ruins:Energy Core Access"
  • "Chozo Ruins:Energy Core"
  • "Chozo Ruins:Eyon Tunnel"
  • "Chozo Ruins:Furnace"
  • "Chozo Ruins:Gathering Hall Access"
  • "Chozo Ruins:Gathering Hall"
  • "Chozo Ruins:Hall of the Elders"
  • "Chozo Ruins:Hive Totem"
  • "Chozo Ruins:Magma Pool"
  • "Chozo Ruins:Main Plaza"
  • "Chozo Ruins:Map Station"
  • "Chozo Ruins:Meditation Fountain"
  • "Chozo Ruins:North Atrium"
  • "Chozo Ruins:Nursery Access"
  • "Chozo Ruins:Piston Tunnel"
  • "Chozo Ruins:Plaza Access"
  • "Chozo Ruins:Reflecting Pool Access"
  • "Chozo Ruins:Reflecting Pool"
  • "Chozo Ruins:Ruined Fountain Access"
  • "Chozo Ruins:Ruined Fountain"
  • "Chozo Ruins:Ruined Gallery"
  • "Chozo Ruins:Ruined Nursery"
  • "Chozo Ruins:Ruined Shrine Access"
  • "Chozo Ruins:Ruined Shrine"
  • "Chozo Ruins:Ruins Entrance"
  • "Chozo Ruins:Save Station 1"
  • "Chozo Ruins:Save Station 2"
  • "Chozo Ruins:Save Station 3"
  • "Chozo Ruins:Sun Tower Access"
  • "Chozo Ruins:Sun Tower"
  • "Chozo Ruins:Sunchamber Access"
  • "Chozo Ruins:Sunchamber Lobby"
  • "Chozo Ruins:Sunchamber"
  • "Chozo Ruins:Totem Access"
  • "Chozo Ruins:Tower Chamber"
  • "Chozo Ruins:Tower of Light Access"
  • "Chozo Ruins:Tower of Light"
  • "Chozo Ruins:Training Chamber Access"
  • "Chozo Ruins:Training Chamber"
  • "Chozo Ruins:Transport Access North"
  • "Chozo Ruins:Transport Access South"
  • "Chozo Ruins:Transport to Magmoor Caverns North"
  • "Chozo Ruins:Transport to Tallon Overworld East"
  • "Chozo Ruins:Transport to Tallon Overworld North"
  • "Chozo Ruins:Transport to Tallon Overworld South"
  • "Chozo Ruins:Vault Access"
  • "Chozo Ruins:Vault"
  • "Chozo Ruins:Watery Hall Access"
  • "Chozo Ruins:Watery Hall"
  • "Chozo Ruins:West Furnace Access"
  • "End Cinema:End Cinema"
  • "Frigate Orpheon:Air Lock"
  • "Frigate Orpheon:Biohazard Containment"
  • "Frigate Orpheon:Biotech Research Area 1"
  • "Frigate Orpheon:Biotech Research Area 2"
  • "Frigate Orpheon:Cargo Freight Lift to Deck Gamma"
  • "Frigate Orpheon:Connection Elevator to Deck Alpha"
  • "Frigate Orpheon:Connection Elevator to Deck Beta"
  • "Frigate Orpheon:Connection Elevator to Deck Beta (1)"
  • "Frigate Orpheon:Deck Alpha Access Hall"
  • "Frigate Orpheon:Deck Alpha Mech Shaft"
  • "Frigate Orpheon:Deck Alpha Umbilical Hall"
  • "Frigate Orpheon:Deck Beta Conduit Hall"
  • "Frigate Orpheon:Deck Beta Security Hall"
  • "Frigate Orpheon:Deck Beta Transit Hall"
  • "Frigate Orpheon:Deck Gamma Monitor Hall"
  • "Frigate Orpheon:Emergency Evacuation Area"
  • "Frigate Orpheon:Exterior Docking Hangar"
  • "Frigate Orpheon:Main Ventilation Shaft Section A"
  • "Frigate Orpheon:Main Ventilation Shaft Section B"
  • "Frigate Orpheon:Main Ventilation Shaft Section C"
  • "Frigate Orpheon:Main Ventilation Shaft Section D"
  • "Frigate Orpheon:Main Ventilation Shaft Section E"
  • "Frigate Orpheon:Main Ventilation Shaft Section F"
  • "Frigate Orpheon:Map Facility"
  • "Frigate Orpheon:Reactor Core Entrance"
  • "Frigate Orpheon:Reactor Core"
  • "Frigate Orpheon:Subventilation Shaft Section A"
  • "Frigate Orpheon:Subventilation Shaft Section B"
  • "Impact Crater:Crater Entry Point"
  • "Impact Crater:Crater Missile Station"
  • "Impact Crater:Crater Tunnel A"
  • "Impact Crater:Crater Tunnel B"
  • "Impact Crater:Metroid Prime Lair"
  • "Impact Crater:Phazon Core"
  • "Impact Crater:Phazon Infusion Chamber"
  • "Impact Crater:Subchamber Five"
  • "Impact Crater:Subchamber Four"
  • "Impact Crater:Subchamber One"
  • "Impact Crater:Subchamber Three"
  • "Impact Crater:Subchamber Two"
  • "Magmoor Caverns:Burning Trail"
  • "Magmoor Caverns:Fiery Shores"
  • "Magmoor Caverns:Geothermal Core"
  • "Magmoor Caverns:Lake Tunnel"
  • "Magmoor Caverns:Lava Lake"
  • "Magmoor Caverns:Magmoor Workstation"
  • "Magmoor Caverns:Monitor Station"
  • "Magmoor Caverns:Monitor Tunnel"
  • "Magmoor Caverns:North Core Tunnel"
  • "Magmoor Caverns:Pit Tunnel"
  • "Magmoor Caverns:Plasma Processing"
  • "Magmoor Caverns:Save Station Magmoor A"
  • "Magmoor Caverns:Save Station Magmoor B"
  • "Magmoor Caverns:Shore Tunnel"
  • "Magmoor Caverns:South Core Tunnel"
  • "Magmoor Caverns:Storage Cavern"
  • "Magmoor Caverns:Transport to Chozo Ruins North"
  • "Magmoor Caverns:Transport to Phazon Mines West"
  • "Magmoor Caverns:Transport to Phendrana Drifts North"
  • "Magmoor Caverns:Transport to Phendrana Drifts South"
  • "Magmoor Caverns:Transport to Tallon Overworld West"
  • "Magmoor Caverns:Transport Tunnel A"
  • "Magmoor Caverns:Transport Tunnel B"
  • "Magmoor Caverns:Transport Tunnel C"
  • "Magmoor Caverns:Triclops Pit"
  • "Magmoor Caverns:Twin Fires Tunnel"
  • "Magmoor Caverns:Twin Fires"
  • "Magmoor Caverns:Warrior Shrine"
  • "Magmoor Caverns:Workstation Tunnel"
  • "Phazon Mines:Central Dynamo"
  • "Phazon Mines:Dynamo Access"
  • "Phazon Mines:Elevator A"
  • "Phazon Mines:Elevator Access A"
  • "Phazon Mines:Elevator Access B"
  • "Phazon Mines:Elevator B"
  • "Phazon Mines:Elite Control Access"
  • "Phazon Mines:Elite Control"
  • "Phazon Mines:Elite Quarters Access"
  • "Phazon Mines:Elite Quarters"
  • "Phazon Mines:Elite Research"
  • "Phazon Mines:Fungal Hall A"
  • "Phazon Mines:Fungal Hall Access"
  • "Phazon Mines:Fungal Hall B"
  • "Phazon Mines:Main Quarry"
  • "Phazon Mines:Maintenance Tunnel"
  • "Phazon Mines:Map Station Mines"
  • "Phazon Mines:Metroid Quarantine A"
  • "Phazon Mines:Metroid Quarantine B"
  • "Phazon Mines:Mine Security Station"
  • "Phazon Mines:Missile Station Mines"
  • "Phazon Mines:Omega Research"
  • "Phazon Mines:Ore Processing"
  • "Phazon Mines:Phazon Mining Tunnel"
  • "Phazon Mines:Phazon Processing Center"
  • "Phazon Mines:Processing Center Access"
  • "Phazon Mines:Quarantine Access A"
  • "Phazon Mines:Quarantine Access B"
  • "Phazon Mines:Quarry Access"
  • "Phazon Mines:Research Access"
  • "Phazon Mines:Save Station Mines A"
  • "Phazon Mines:Save Station Mines B"
  • "Phazon Mines:Save Station Mines C"
  • "Phazon Mines:Security Access A"
  • "Phazon Mines:Security Access B"
  • "Phazon Mines:Storage Depot A"
  • "Phazon Mines:Storage Depot B"
  • "Phazon Mines:Transport Access"
  • "Phazon Mines:Transport to Magmoor Caverns South"
  • "Phazon Mines:Transport to Tallon Overworld South"
  • "Phazon Mines:Ventilation Shaft"
  • "Phazon Mines:Waste Disposal"
  • "Phendrana Drifts:Aether Lab Entryway"
  • "Phendrana Drifts:Canyon Entryway"
  • "Phendrana Drifts:Chamber Access"
  • "Phendrana Drifts:Chapel of the Elders"
  • "Phendrana Drifts:Chapel Tunnel"
  • "Phendrana Drifts:Chozo Ice Temple"
  • "Phendrana Drifts:Control Tower"
  • "Phendrana Drifts:Courtyard Entryway"
  • "Phendrana Drifts:East Tower"
  • "Phendrana Drifts:Frost Cave Access"
  • "Phendrana Drifts:Frost Cave"
  • "Phendrana Drifts:Frozen Pike"
  • "Phendrana Drifts:Gravity Chamber"
  • "Phendrana Drifts:Hunter Cave Access"
  • "Phendrana Drifts:Hunter Cave"
  • "Phendrana Drifts:Hydra Lab Entryway"
  • "Phendrana Drifts:Ice Ruins Access"
  • "Phendrana Drifts:Ice Ruins East"
  • "Phendrana Drifts:Ice Ruins West"
  • "Phendrana Drifts:Lake Tunnel"
  • "Phendrana Drifts:Lower Edge Tunnel"
  • "Phendrana Drifts:Map Station"
  • "Phendrana Drifts:North Quarantine Tunnel"
  • "Phendrana Drifts:Observatory Access"
  • "Phendrana Drifts:Observatory"
  • "Phendrana Drifts:Phendrana Canyon"
  • "Phendrana Drifts:Phendrana Shorelines"
  • "Phendrana Drifts:Phendrana's Edge"
  • "Phendrana Drifts:Pike Access"
  • "Phendrana Drifts:Plaza Walkway"
  • "Phendrana Drifts:Quarantine Access"
  • "Phendrana Drifts:Quarantine Cave"
  • "Phendrana Drifts:Quarantine Monitor"
  • "Phendrana Drifts:Research Core Access"
  • "Phendrana Drifts:Research Core"
  • "Phendrana Drifts:Research Entrance"
  • "Phendrana Drifts:Research Lab Aether"
  • "Phendrana Drifts:Research Lab Hydra"
  • "Phendrana Drifts:Ruined Courtyard"
  • "Phendrana Drifts:Ruins Entryway"
  • "Phendrana Drifts:Save Station A"
  • "Phendrana Drifts:Save Station B"
  • "Phendrana Drifts:Save Station C"
  • "Phendrana Drifts:Save Station D"
  • "Phendrana Drifts:Security Cave"
  • "Phendrana Drifts:Shoreline Entrance"
  • "Phendrana Drifts:South Quarantine Tunnel"
  • "Phendrana Drifts:Specimen Storage"
  • "Phendrana Drifts:Storage Cave"
  • "Phendrana Drifts:Temple Entryway"
  • "Phendrana Drifts:Transport Access"
  • "Phendrana Drifts:Transport to Magmoor Caverns South"
  • "Phendrana Drifts:Transport to Magmoor Caverns West"
  • "Phendrana Drifts:Upper Edge Tunnel"
  • "Phendrana Drifts:West Tower Entrance"
  • "Phendrana Drifts:West Tower"
  • "Tallon Overworld:Alcove"
  • "Tallon Overworld:Arbor Chamber"
  • "Tallon Overworld:Artifact Temple"
  • "Tallon Overworld:Biohazard Containment"
  • "Tallon Overworld:Biotech Research Area 1"
  • "Tallon Overworld:Canyon Cavern"
  • "Tallon Overworld:Cargo Freight Lift to Deck Gamma"
  • "Tallon Overworld:Connection Elevator to Deck Beta"
  • "Tallon Overworld:Deck Beta Conduit Hall"
  • "Tallon Overworld:Deck Beta Security Hall"
  • "Tallon Overworld:Deck Beta Transit Hall"
  • "Tallon Overworld:Frigate Access Tunnel"
  • "Tallon Overworld:Frigate Crash Site"
  • "Tallon Overworld:Great Tree Chamber"
  • "Tallon Overworld:Great Tree Hall"
  • "Tallon Overworld:Gully"
  • "Tallon Overworld:Hydro Access Tunnel"
  • "Tallon Overworld:Landing Site"
  • "Tallon Overworld:Life Grove Tunnel"
  • "Tallon Overworld:Life Grove"
  • "Tallon Overworld:Main Ventilation Shaft Section A"
  • "Tallon Overworld:Main Ventilation Shaft Section B"
  • "Tallon Overworld:Main Ventilation Shaft Section C"
  • "Tallon Overworld:Overgrown Cavern"
  • "Tallon Overworld:Reactor Access"
  • "Tallon Overworld:Reactor Core"
  • "Tallon Overworld:Root Cave"
  • "Tallon Overworld:Root Tunnel"
  • "Tallon Overworld:Savestation"
  • "Tallon Overworld:Tallon Canyon"
  • "Tallon Overworld:Temple Hall"
  • "Tallon Overworld:Temple Lobby"
  • "Tallon Overworld:Temple Security Station"
  • "Tallon Overworld:Transport to Chozo Ruins East"
  • "Tallon Overworld:Transport to Chozo Ruins South"
  • "Tallon Overworld:Transport to Chozo Ruins West"
  • "Tallon Overworld:Transport to Magmoor Caverns East"
  • "Tallon Overworld:Transport to Phazon Mines East"
  • "Tallon Overworld:Transport Tunnel A"
  • "Tallon Overworld:Transport Tunnel B"
  • "Tallon Overworld:Transport Tunnel C"
  • "Tallon Overworld:Transport Tunnel D"
  • "Tallon Overworld:Transport Tunnel E"
  • "Tallon Overworld:Waterfall Cavern"

Type: string

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.

Type: boolean Default: false

[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.

Default: "Spring Ball"

Spring Ball will require this item to be obtained before being able to use it.

Must not be:

Type: enum (of string)

Must be one of:

  • "Nothing"
  • "Floaty Jump"
  • "Ice Trap"

Must be one of:

  • "Power Beam"
  • "Ice Beam"
  • "Wave Beam"
  • "Plasma Beam"
  • "Missile"
  • "Scan Visor"
  • "Morph Ball Bomb"
  • "Power Bomb"
  • "Flamethrower"
  • "Thermal Visor"
  • "Charge Beam"
  • "Super Missile"
  • "Grapple Beam"
  • "X-Ray Visor"
  • "Ice Spreader"
  • "Space Jump Boots"
  • "Morph Ball"
  • "Combat Visor"
  • "Boost Ball"
  • "Spider Ball"
  • "Power Suit"
  • "Gravity Suit"
  • "Varia Suit"
  • "Phazon Suit"
  • "Energy Tank"
  • "Unknown Item 1"
  • "Health Refill"
  • "Unknown Item 2"
  • "Wavebuster"
  • "Artifact of Truth"
  • "Artifact of Strength"
  • "Artifact of Elder"
  • "Artifact of Wild"
  • "Artifact of Lifegiver"
  • "Artifact of Warrior"
  • "Artifact of Chozo"
  • "Artifact of Nature"
  • "Artifact of Sun"
  • "Artifact of World"
  • "Artifact of Spirit"
  • "Artifact of Newborn"
  • "Unlimited Missiles"
  • "Unlimited Power Bombs"
  • "Missile Launcher"
  • "Main Power Bomb"
  • "Spring Ball"
  • "Nothing"
  • "Floaty Jump"
  • "Ice Trap"

Type: boolean Default: false

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)

Type: number Default: 3.0

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

Type: boolean Default: false

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.

Type: boolean Default: false

[Deprecated] Adds pickups to rooms which normally have none at random positions.

Type: boolean Default: false

Removes all blast shields from all doors that have them in the vanilla game.

Type: boolean Default: false

Removes heat protection from Gravity Suit and Phazon Suit, giving more usefulness to the Varia Suit pickup.

Type: enum (of string) Default: "Default"

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.

Must be one of:

  • "Default"
  • "Progressive"
  • "Additive"

Type: number Default: 10.0

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

Type: number Default: 0.11

Configure how much damage per second you take in poison water.

Value must be greater or equal to 0.0

Type: number Default: 0.964

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.

Type: enum (of string) Default: "Default"

Configure how the damage value for Phazon is calculated.
- Default: Exponential damage per second.
- Linear: Consistent damager per second.
- Linear_Delayed - Unknown

Must be one of:

  • "Default"
  • "Linear"
  • "Linear_Delayed"

Type: boolean Default: false

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.

Type: boolean Default: false

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.

Type: boolean Default: false

Apply patches to replace the hint state logic with logic needed for Randovania's multiworld functionality.

Type: array of integer

For Randovania use only

No Additional Items

Each item of this array must be:

Type: integer

Value must be greater or equal to 0 and lesser or equal to 255

Type: object Default: {"combatVisor": true, "powerBeam": true, "scanVisor": true, "missiles": 0, "energyTanks": 0, "powerBombs": 0, "wave": false, "ice": false, "plasma": false, "charge": false, "morphBall": false, "bombs": false, "spiderBall": false, "boostBall": false, "powerSuit": 0, "variaSuit": false, "gravitySuit": false, "phazonSuit": false, "thermalVisor": false, "xray": false, "spaceJump": false, "grapple": false, "superMissile": false, "wavebuster": false, "iceSpreader": false, "flamethrower": false, "unknownItem1": 0, "unlimitedMissiles": false, "unlimitedPowerBombs": false, "missileLauncher": true, "powerBombLauncher": true, "springBall": false}

The items with which the player starts the game.

No Additional Properties

Type: boolean Default: true

Type: boolean Default: true

Type: boolean Default: true

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: true

Type: boolean Default: true

Type: boolean Default: false

Type: object Default: {"combatVisor": true, "powerBeam": true, "scanVisor": true, "missiles": 0, "energyTanks": 0, "powerBombs": 0, "wave": false, "ice": false, "plasma": false, "charge": false, "morphBall": false, "bombs": false, "spiderBall": false, "boostBall": false, "powerSuit": 0, "variaSuit": false, "gravitySuit": false, "phazonSuit": false, "thermalVisor": false, "xray": false, "spaceJump": false, "grapple": false, "superMissile": false, "wavebuster": false, "iceSpreader": false, "flamethrower": false, "unknownItem1": 0, "unlimitedMissiles": false, "unlimitedPowerBombs": false, "missileLauncher": true, "powerBombLauncher": true, "springBall": false}

The items the player has after the item loss sequence, if enabled.

Same definition as startingItems

Type: boolean Default: true

Controls or not the player experiences item loss from the Connection Elevator to Deck Alpha cutscene.

Type: enum (of string)

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.

Must be one of:

  • "Combat"
  • "Thermal"
  • "XRay"
  • "Scan"

Type: enum (of string)

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.

Must be one of:

  • "Power"
  • "Plasma"
  • "Ice"
  • "Wave"

Type: boolean Default: false

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.

Type: boolean Default: false

Modifies escape sequence timers such as the one in Frigate Orpheon to count up instead of down.

Type: boolean Default: false

[Deprecated] Does not do anything anymore

Type: boolean Default: false

If enabled, Missile Stations also refill Power Bomb ammunition.

Type: enum (of string) Default: "Original"

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.

Must be one of:

  • "Original"
  • "PrimaryBlastShield"
  • "BlueBlastShield"

Type: integer Default: 100

The amount of energy provided by an Energy Tank.

Value must be greater or equal to 0

Type: object

The maximum capacity which a player can have of an item.

No Additional Properties

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 999

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 99

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 99

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 65536

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 999

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean Default: true

Removes the Central Dynamo item requirement for activating the Phazon Elite boss fight.

Type: boolean Default: true

Allows acess to Vault from Main Plaza.

Type: boolean Default: true

Scan through barrier of Research Lab Hydra when approached from behind.

Type: boolean Default: true

Power door in Main Ventilation Shaft Section B when approached from behind.

Type: boolean Default: true

Disable Main Quarry barrier automatically when approached from Mine Security Station.

Type: boolean Default: false

Remove PCA locks and allow passing through lower mines scan barriers from the back.

Type: boolean Default: false

Decrease conduit health from 5.0 to 1.0, allowing activation even if 1 out of 3 Wave shots hit.

Type: boolean Default: false

Remove the locks from Mine Security Station, allowing the player to leave without completing the fight encounter.

Type: boolean Default: false

Remove the trigger that initiates the Hive Mecha miniboss fight.

Type: boolean Default: false

Modifies the Sandstone block in Arboretum on the path to Flaahgra to be weak to power bombs.

Type: object

Replace the 'random add' timer values us in the Incinerator Drone miniboss fight with constants.

No Additional Properties

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: array of integer

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 Items

Each item of this array must be:

Type: integer

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: object

Changes the vulnerabilities to the shields covering the bomb slots in Hall of the Elders.

No Additional Properties

Type: enum (of string)

Must be one of:

  • "Wave"
  • "Ice"
  • "Plasma"

Type: enum (of string)

Must be one of:

  • "Wave"
  • "Ice"
  • "Plasma"

Type: enum (of string)

Must be one of:

  • "Wave"
  • "Ice"
  • "Plasma"

Type: object

Change the game information displayed by emulators/loaders.

No Additional Properties

Type: string Default: null

Type: string Default: null

Type: string Default: null

Type: string Default: null

Type: string Default: null

Type: string Default: "randomprime"

Message text displayed inthe bottom-right of the file select menu.

Type: string

Defaults to an auto-generated spoiler of all local pickups.

Type: string Default: null

The message displayed on the mission complete screen at the end of the game.

Type: object

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 Properties

Type: string

Type: string

Type: string

Type: string

Type: string

Type: string

Type: string

Type: string

Type: string

Type: string

Type: string

Type: string

Type: object

Override 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.

No Additional Properties

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: integer Default: 12

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

Type: boolean Default: false

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.

Type: object

Modifiers to the size of bosses and minibosses. Settings this value too high or low can render the encounter impossible.

No Additional Properties

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: boolean Default: false

[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

Type: boolean Default: false

If true, it becomes nearly impossible to transition most doors while oob.

Type: object

Change the value of various CTWK values found in Tweaks.Pak. Many of these values are either relative or multiplicative to the default values.

No Additional Properties

Type: number

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: boolean

Type: boolean

Type: number

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: integer

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: number

Value must be greater or equal to 0.0

Type: integer

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean

Type: boolean

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: boolean

Type: boolean

Type: boolean

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: boolean

Type: boolean

Type: array
No Additional Items

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be strictly greater than 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: number

Value must be greater or equal to 0.0

Type: array of number

RGB scaled from 0.0 to 1.0

Must contain a minimum of 3 items

Must contain a maximum of 3 items

No Additional Items

Each item of this array must be:

Type: number

Value must be greater or equal to 0.0 and lesser or equal to 1.0

Type: object

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: string

Type: enum (of string)

Must be one of:

  • "Exterior Docking Hangar (Frigate Orpheon)"
  • "Credits"
Type: enum (of string)

Must be one of:

  • "Tallon Overworld North (Tallon Canyon)"
  • "Tallon Overworld West (Root Cave)"
  • "Tallon Overworld East (Frigate Crash Site)"
  • "Tallon Overworld South (Great Tree Hall, Upper)"
  • "Tallon Overworld South (Great Tree Hall, Lower)"
  • "Artifact Temple"
Type: enum (of string)

Must be one of:

  • "Chozo Ruins West (Main Plaza)"
  • "Chozo Ruins North (Sun Tower)"
  • "Chozo Ruins East (Reflecting Pool, Save Station)"
  • "Chozo Ruins South (Reflecting Pool, Far End)"
Type: enum (of string)

Must be one of:

  • "Magmoor Caverns North (Lava Lake)"
  • "Magmoor Caverns West (Monitor Station)"
  • "Magmoor Caverns East (Twin Fires)"
  • "Magmoor Caverns South (Magmoor Workstation, Save Station)"
  • "Magmoor Caverns South (Magmoor Workstation, Debris)"
Type: enum (of string)

Must be one of:

  • "Phendrana Drifts North (Phendrana Shorelines)"
  • "Phendrana Drifts South (Quarantine Cave)"
Type: enum (of string)

Must be one of:

  • "Phazon Mines East (Main Quarry)"
  • "Phazon Mines West (Phazon Processing Center)"
Type: enum (of string)

Must be one of:

  • "Crater Entry Point"
Type: enum (of string)
Same definition as startingRoom

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

No Additional Properties

Type: object

Patches for modifying the behavior of doors within a room. In this object, doors are specified by their Dock Number. See for a map of all Dock Numbers in the game.

Each additional property must conform to the following schema

Type: object
No Additional Properties

Type: enum (of string)

Choose 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.

Must be one of:

  • "Blue"
  • "Power Beam Only"
  • "Wave Beam"
  • "Ice Beam"
  • "Plasma Beam"
  • "Charge Beam"
  • "Missile"
  • "Super Missile"
  • "Wavebuster"
  • "Ice Spreader"
  • "Flamethrower"
  • "Bomb"
  • "Power Bomb"
  • "Phazon"
  • "Disabled"
  • "Enemy"

Type: enum (of string) Default: "Unchanged"

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.

Must be one of:

  • "None"
  • "Unchanged"
  • "Missile"
  • "Charge Beam"
  • "Super Missile"
  • "Wavebuster"
  • "Ice Spreader"
  • "Flamethrower"
  • "Bomb"
  • "Power Bomb"
  • "Phazon"

Type: object

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 Properties

Type: string

Name of a room in this same region which this door should connect to

Type: integer

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

Type: array of object

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.

No Additional Items

Each item of this array must be:

Type: object Default: {"type": "Nothing"}
No Additional Properties

Type: integer

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

Type: enum (of string) Default: "Nothing"

Defines what is acquired when the pickup is obtained.

Same definition as springBallItem

Type: string

The text displayed to the user when the pickup is scanned. Defaults to the pickup type.

Type: string

The text displayed to the user when the pickup is obtained. Defaults to <type> Acquired!.

Type: integer

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

Type: integer

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

Type: boolean Default: false

If true, this pickup will respawn every time the room is reloaded.

Type: enum (of string)

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.

Must be one of:

  • "Missile"
  • "Energy Tank"
  • "Scan Visor"
  • "Combat Visor"
  • "Thermal Visor"
  • "X-Ray Visor"
  • "Varia Suit"
  • "Gravity Suit"
  • "Phazon Suit"
  • "Morph Ball"
  • "Boost Ball"
  • "Spider Ball"
  • "Morph Ball Bomb"
  • "Power Bomb Expansion"
  • "Power Bomb"
  • "Charge Beam"
  • "Space Jump Boots"
  • "Grapple Beam"
  • "Super Missile"
  • "Wavebuster"
  • "Ice Spreader"
  • "Flamethrower"
  • "Wave Beam"
  • "Ice Beam"
  • "Plasma Beam"
  • "Artifact of Lifegiver"
  • "Artifact of Wild"
  • "Artifact of World"
  • "Artifact of Sun"
  • "Artifact of Elder"
  • "Artifact of Spirit"
  • "Artifact of Truth"
  • "Artifact of Chozo"
  • "Artifact of Warrior"
  • "Artifact of Newborn"
  • "Artifact of Nature"
  • "Artifact of Strength"
  • "Nothing"
  • "Zoomer"
  • "Cog"
  • "Gamecube"
  • "Health Refill"
  • "Missile Refill"
  • "Power Bomb Refill"
  • "Shiny Missile"
  • "Ice Trap"

Type: array of number

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

No Additional Items

Each item of this array must be:

Type: number

Type: boolean Default: false

If true, show a pop-up dialog to display the hudmemoText for 3 seconds before it can be dismissed with the A Button.

Type: boolean Default: false

If true, modify the pickup's scan point to be larger and scannable through terrain.

Type: string

Teleports the player to the specified room when the pickup is obtained.

Same definition as Frigate Escape Cutscene

Type: boolean Default: false

If true, marks the pickup location with a white dot on the map

Type: boolean Default: false

If true, makes the room superheated while the player does not have Varia

Type: boolean Default: false

If true, removes all water/lava in the room, excluding volumes added by liquids and submerge.

Type: boolean Default: false

If true, adds a water box the size of the room's bounding box, thus fully submerging the room in water.

Type: array of object

Add liquid volumes to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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.

Value must be greater or equal to 0 and lesser or equal to 16777215

Type: integer

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

Type: enum (of string)

Define what kind of liquid. Note that Phazon water is unused in the base game and acts similarly to Phazon pools.

Must be one of:

  • "Water"
  • "Poison"
  • "Lava"
  • "Phazon"

Type: boolean Default: true

Default active state of the liquid.

Type: array of number

Point at which the liquid is centerd.

Same definition as position

Type: array of number

The extent of the liquid volume.

Must contain a minimum of 3 items

Must contain a maximum of 3 items

No Additional Items

Each item of this array must be:

Type: number

Value must be strictly greater than 0.0

Type: enum (of string) Default: "MapStationOrVisit"

Define this room's behavior regarding when/how it is displayed on the map.

Must be one of:

  • "Always"
  • "MapStationOrVisit"
  • "Visit"
  • "Never"
  • "MapStationOrVisit2"

Type: array of object

Add scan points to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

The 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

Type: integer Default: 0

Layer

Value must be greater or equal to 0 and lesser or equal to 63

Type: array of number

Position of the scan point.

Same definition as position

Type: string

Text to display when scanned.

Type: integer

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

Type: boolean Default: false

If true, places a "Elevator Scan" actor over the scan point so it visible in all visors.

Type: number Default: 0

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

Type: boolean Default: false

If true, this scan point is important and will be displayed with the red scan icon instead of the normal yellow.

Type: string

Title to display in the logbook for this research entry.

Type: integer

Which logbook category to file this research entry under.

Value must be greater or equal to 0

Type: array of number

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 position

Type: array of number Default: [0.0, 0.0, 0.0]

Offset the bounding box used for physics calculations in any direction. This effectly moves aether walls and ceilings.

Same definition as position

Type: array of number Default: [1.0, 1.0, 1.0]

Scale the bounding box extent to be larger/smaller in any direction.

Same definition as scale

Type: array of object

Add platforms to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the platform.

Type: array of number

The position of the platform.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]

The rotation of the platform.

Same definition as position

Type: enum (of string) Default: "Metal"

Pick 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.

Must be one of:

  • "Metal"
  • "Snow"
  • "Block"
  • "HalfBlock"
  • "LongBlock"
  • "BombBox"
  • "Empty"

Type: boolean Default: false

[Deprecated] use type instead.

Type: array of object

[Deprecated] Add camera hint + camera hint trigger pairs to this room. They are somewhat broken. Use newCameraHints instead.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer Default: 0

Layer of the pair of objects

Value must be greater or equal to 0 and lesser or equal to 63

Type: integer

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

Type: array of number

Position of the trigger.

Same definition as position

Type: array of number

Extent of the trigger.

Same definition as scale

Type: integer

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

Type: array of number

Position of the Camera Hint.

Same definition as position

Type: array of number

Facing angle of the Camera Hint.

Same definition as position

Type: integer
  • 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

Type: array of object

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 Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

The 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

Type: boolean Default: true

Default active state of the block.

Type: integer

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 layer

Type: array of number

Position of the block

Same definition as position

Type: array of number

Extent of the block. While it is close, it should be noted this is not exactly 1:1 with game units.

Same definition as scale

Type: enum (of string) Default: "Grass"

Texture to use across the block's surface.

Must be one of:

  • "Grass"
  • "Crater"
  • "Mine"
  • "Snow"
  • "Sandstone"

Type: array of object

Add lock-on/grapple points to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: array of number

Position of the point

Same definition as position

Type: integer

Layer # to place the lockOnPoint at

Value must be greater or equal to 0 and lesser or equal to 63

Type: boolean Default: false

If true, adds grapple functionality to this point.

Type: boolean Default: false

[Deprecated] If true, removes the ability to lock on, making this just a point.

Type: integer

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

Type: integer

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

Type: boolean Default: true

Set to false to disable the actor by default.

Type: boolean Default: true

Set to false to disable the lock-on target by default.

Type: object

Edit the ambient fog settings for this room. Use "distanceFogs" if you need a more specific use case.

No Additional Properties

Type: integer Default: 1

[Deprecated] Fog is always mode=1

Value must be greater or equal to 0 and lesser or equal to 15

Type: boolean

[Deprecated] There is no need to set this

Type: array of number Default: [0.8, 0.8, 0.9, 0.0]

RGBA fog color for this room.

Must contain a minimum of 4 items

Must contain a maximum of 4 items

No Additional Items

Each item of this array must be:

Type: number

Value must be greater or equal to 0.0 and lesser or equal to 1.0

Type: array of number Default: [30.0, 40.0]

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

No Additional Items

Each item of this array must be:

Type: number

Value must be strictly greater than 0.0

Type: number Default: 0.0

Type: array of number Default: [0.0, 0.0]

Must contain a minimum of 2 items

Must contain a maximum of 2 items

No Additional Items

Each item of this array must be:

Type: number

Type: number Default: 1.0

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

Type: array of object

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.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: object Default: 0.02

Time in seconds with which to initialize the escape sequence counter with.

Type: array of number

Position to place the start trigger.

Same definition as position

Type: array of number

Extent of the start trigger.

Same definition as scale

Type: array of number

Position to place the stop trigger. If you don't want a stop trigger, just place this at Z -1000.

Same definition as position

Type: array of number

Extent of the stop trigger.

Same definition as scale

Type: array of object

Add triggers to this room which teleport the player to a specific location when entered.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: array of number

Position of the reposition trigger.

Same definition as position

Type: array of number

Extent of the reposition trigger.

Same definition as scale

Type: array of number

Position to send the player to when the trigger is entered.

Same definition as position

Type: number

Facing angle of the player when they are repositioned.

Value must be greater or equal to 0 and strictly lesser than 360

Type: array of object

Add hudmemos to this room. These are used to display text to the player.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the hudmemo.

Type: string

Message to display to the player

Type: number Default: 4.0

Message show duration

Value must be strictly greater than 0.0

Type: boolean Default: false

Determines whether or not a popup box is used

Type: array of integer

List of Instance IDs (in decimal form) to remove from this room.

No Additional Items

Each item of this array must be:

Type: integer

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: object

Modify the starting state of any layer for this room

No Additional Properties

All 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])$
Type: boolean

Whether or not this layer starts enabled

Type: object

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.

No Additional Properties

All properties whose name matches the following regular expression must respect the following conditions

Property name regular expression: ^[0-9]+$
Type: integer

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: object

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 Properties

All properties whose name matches the following regular expression must respect the following conditions

Property name regular expression: ^[0-9]+$
Type: object
No Additional Properties

Type: integer

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

Type: array of number

Position of the object.

Same definition as position

Type: array of number

Rotation of the object in degrees.

Same definition as position

Type: array of number

Scale of the object.

Same definition as scale

Type: number Default: 1.0

Relative size of the object as defined in it's PatternedAITypedef

Value must be strictly greater than 0.0

Type: number Default: 1.0

Relative damage of the object as defined across it's PatternedAITypedef and/or DamageInfo structs.

Value must be strictly greater than 0.0

Type: number Default: 1.0

Relative speed of the object as defined in it's PatternedAITypedef

Value must be strictly greater than 0.0

Type: number Default: 1.0

Relative detection range of the object as defined in it's PatternedAITypedef

Value must be strictly greater than 0.0

Type: number Default: 1.0

Relative attack range of the object as defined in it's PatternedAITypedef

Value must be strictly greater than 0.0

Type: enum (of string)

Sets all vulnerabilities of this object with the value specified here.

Must be one of:

  • "Blue"
  • "Power Beam Only"
  • "Wave Beam"
  • "Ice Beam"
  • "Plasma Beam"
  • "Charge Beam"
  • "Missile"
  • "Super Missile"
  • "Wavebuster"
  • "Ice Spreader"
  • "Flamethrower"
  • "Bomb"
  • "Power Bomb"
  • "Phazon"
  • "Disabled"
  • "Enemy"

Type: object

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]+$
Type: enum (of string)
Same definition as vulnerability

Type: number Default: 1.0

Adjust the amount of health of this object.

Value must be strictly greater than 0.0

Type: object

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]+$
Type: number Default: 1.0

Value must be strictly greater than 0.0

Type: object

[Deprecated] Replace audio file(s) specified by existing StreamedAudio objects in this room. Use streamedAudios instead.

No Additional Properties

All properties whose name matches the following regular expression must respect the following conditions

Property name regular expression: ^[0-9]+$
Type: string

The filename(s) of the new audio file. Example: /audio/min_phazonL.dsp|/audio/min_phazonR.dsp.

Type: array

Add additional connections between objects in this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

Instance ID of the object which contains the connection.

Value must be greater or equal to 0

Type: integer

Instance ID of the object which the message is to be sent to.

Value must be greater or equal to 0

Type: enum (of string)

Object state which to send the message when reached.

Must be one of:

  • "ANY"
  • "ACTIVE"
  • "ARRIVED"
  • "CLOSED"
  • "ENTERED"
  • "EXITED"
  • "INACTIVE"
  • "INSIDE"
  • "MAX_REACHED"
  • "OPEN"
  • "ZERO"
  • "ATTACK"
  • "RETREAT"
  • "PATROL"
  • "DEAD"
  • "CAMERA_PATH"
  • "CAMERA_TARGET"
  • "DEACTIVATE_STATE"
  • "PLAY"
  • "MASSIVE_DEATH"
  • "DEATH_RATTLE"
  • "ABOUT_TO_MASSIVELY_DIE"
  • "DAMAGE"
  • "INVULN_DAMAGE"
  • "MASSIVE_FROZEN_DEATH"
  • "MODIFY"
  • "SCAN_START"
  • "SCAN_PROCESSING"
  • "SCAN_DONE"
  • "UNFROZEN"
  • "DEFAULT"
  • "REFLECTED_DAMAGE"
  • "INHERIT_BOUNDS"

Type: enum (of string)

Message which is sent.

Must be one of:

  • "NONE"
  • "UNKM0"
  • "ACTIVATE"
  • "ARRIVED"
  • "CLOSE"
  • "DEACTIVATE"
  • "DECREMENT"
  • "FOLLOW"
  • "INCREMENT"
  • "NEXT"
  • "OPEN"
  • "RESET"
  • "RESET_AND_START"
  • "SET_TO_MAX"
  • "SET_TO_ZERO"
  • "START"
  • "STOP"
  • "STOP_AND_RESET"
  • "TOGGLE_ACTIVE"
  • "UNKM18"
  • "ACTION"
  • "PLAY"
  • "ALERT"
  • "INTERNAL_MESSAGE00"
  • "ON_FLOOR"
  • "INTERNAL_MESSAGE02"
  • "INTERNAL_MESSAGE03"
  • "FALLING"
  • "ON_ICE_SURFACE"
  • "ON_MUD_SLOW_SURFACE"
  • "ON_NORMAL_SURFACE"
  • "TOUCHED"
  • "ADD_PLATFORM_RIDER"
  • "LAND_ON_NOT_FLOOR"
  • "REGISTERED"
  • "DELETED"
  • "INITIALIZED_IN_AREA"
  • "WORLD_INITIALIZED"
  • "ADD_SPLASH_INHABITANT"
  • "UPDATE_SPLASH_INHABITANT"
  • "REMOVE_SPLASH_INHABITANT"
  • "JUMPED"
  • "DAMAGE"
  • "INVULN_DAMAGE"
  • "PROJECTILE_COLLIDE"
  • "IN_SNAKE_WEED"
  • "ADD_PHAZON_POOOL_INHABITANT"
  • "UPDATE_PHAZON_POOL_INHABITANT"
  • "REMOVE_PHAZON_POOL_INHABITANT"
  • "SUSPENDED_MOVE"

Type: array

Remove connections between objects in this room.

No Additional Items

Each item of this array must be:

Type: array of object

Add relays to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the relay.

Type: array of integer

[Deprecated] Use specialFunctions instead

No Additional Items

Each item of this array must be:

Type: integer

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: array of object

Add timers to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the timer.

Type: number

Start time in seconds.

Value must be greater or equal to 0.0

Type: number

Used apply random offset to the timer each time it resets.

Value must be greater or equal to 0.0

Type: boolean Default: false

If true, this timer restarts itself every time it expires.

Type: boolean Default: false

If true, this timer starts the frame the room finishes loading.

Type: array of object
No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Type: integer

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean

Type: number

Type: number

Type: number

Type: array of object

Add spawn points to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the spawn point.

Type: array of number

Position which the player should spawn.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]

Orientation which the player should spawn. It appears that only the Z value matters (0-360).

Same definition as position

Type: boolean Default: false

Sets 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.

Type: boolean Default: false

If true, the player will spawn morphed when repositioned to this spawn point.

Type: object Default: {"combatVisor": true, "powerBeam": true, "scanVisor": true, "missiles": 0, "energyTanks": 0, "powerBombs": 0, "wave": false, "ice": false, "plasma": false, "charge": false, "morphBall": false, "bombs": false, "spiderBall": false, "boostBall": false, "powerSuit": 0, "variaSuit": false, "gravitySuit": false, "phazonSuit": false, "thermalVisor": false, "xray": false, "spaceJump": false, "grapple": false, "superMissile": false, "wavebuster": false, "iceSpreader": false, "flamethrower": false, "unknownItem1": 0, "unlimitedMissiles": false, "unlimitedPowerBombs": false, "missileLauncher": true, "powerBombLauncher": true, "springBall": false}

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.

Same definition as startingItems

Type: array of object

Add triggers to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default activate state of the trigger

Type: array of number Default: [0.0, 0.0, 0.0]

Position of the trigger.

Same definition as position

Type: array of number Default: [5, 5, 5]

Extent of the trigger.

Same definition as scale

Type: array of number Default: [0.0, 0.0, 0.0]

If the apply force flag is enabled, this is the force applied.

Same definition as position

Type: enum (of string) Default: "Power"

If the damageAmount is non-zero this is the type of damage which is applied.

Must be one of:

  • "Power"
  • "Ice"
  • "Wave"
  • "Plasma"
  • "Bomb"
  • "PowerBomb"
  • "Missile"
  • "BoostBall"
  • "Phazon"
  • "Ai"
  • "PoisonWater"
  • "Lava"
  • "Hot"

Type: number Default: 0.0

Damage per second to apply.

Type: integer Default: 1

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

Type: boolean Default: false

Disable this trigger when entered.

Type: boolean Default: false

Disable this trigger when exited.

Type: array of object

Add special functions to this room. These do vastly different things based on the type.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: array of number Default: [0.0, 0.0, 0.0]
Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]
Same definition as position

Type: enum (of string)

Must be one of:

  • "What"
  • "PlayerFollowLocator"
  • "SpinnerController"
  • "ObjectFollowLocator"
  • "ChaffTarget"
  • "InventoryActivator"
  • "MapStation"
  • "SaveStation"
  • "IntroBossRingController"
  • "ViewFrustumTest"
  • "ShotSpinnerController"
  • "EscapeSequence"
  • "BossEnergyBar"
  • "EndGame"
  • "HUDFadeIn"
  • "CinematicSkip"
  • "ScriptLayerController"
  • "RainSimulator"
  • "AreaDamage"
  • "ObjectFollowObject"
  • "HintSystem"
  • "DropBomb"
  • "ScaleActor"
  • "MissileStation"
  • "Billboard"
  • "PlayerInAreaRelay"
  • "HUDTarget"
  • "FogFader"
  • "EnterLogbook"
  • "PowerBombStation"
  • "Ending"
  • "FusionRelay"
  • "WeaponSwitch"

Type: string Default: ""

Type: number Default: 0.0

Type: number Default: 0.0

Type: number Default: 0.0

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 63

Default: "Power Beam"

Any custom items will be stored in UnknownItem2

Same definition as springBallItem

Type: boolean Default: true

Type: number Default: 0.0

Type: integer Default: 4294967295

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 4294967295

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 4294967295

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: array of object

Add streamed audio objects to this room. Useful for playing music or musical stings.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Type: string

Type: boolean Default: true

Type: number Default: 0.1

Type: number Default: 1.5

Type: integer Default: 100

Value must be greater or equal to 0 and lesser or equal to 127

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean

Type: array of object

Add/modify actor rotates in this room. These objects are used to script the rotation of platforms, actors, etc...

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: array of number

The amount to rotate relative to the object's rotation

Same definition as position

Type: number

The amount of time it takes to rotate the distances specified by "rotation"

Type: boolean

If true, the rotation is applied repeatedly

Type: boolean

If true, start applying rotation immediately. Otherwise, apply rotation when "ACTION" message is received

Type: boolean

The default active state of this object

Type: array of object

Add/modifgy waypoints in this room. Useful for defining paths of enemies, cameras etc.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the waypoint.

Type: array of number Default: [0.0, 0.0, 0.0]

The position of the waypoint.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]

The rotation of the waypoint.

Same definition as position

Type: number

Speed at which objects travel towards this waypoint, measured in units/sec.

Value must be strictly greater than 0.0

Type: number

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

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 0

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: array of object

Add/modify counters to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the counter.

Type: integer Default: 0

Initial value of the counter.

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: integer Default: 1

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

Type: boolean Default: false

If true, the counter will automatically revert to startValue when MAX_REACHED.

Type: array of object

Add/modify switches to this room.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the switch.

Type: boolean Default: false

If true, the initial state of the switch will be OPEN

Type: boolean Default: false

If true, the switch will automatically revert to CLOSED when used.

Type: array of object

Add/modify PlayerHints to this room. These are most often used to disable or partially disable the player's control.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the playerhint.

Type: integer Default: 10

Value must be greater or equal to 0 and lesser or equal to 4294967295

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: array of object

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 Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the distanceFog object.

Type: integer Default: 1

[Deprecated] Fog is always mode=1

Value must be greater or equal to 0 and lesser or equal to 15

Type: boolean

If true, this fog is applied as ambient fog without the need to send it an ACTION message.

Type: array of number Default: [0.8, 0.8, 0.9, 0.0]

RGBA fog color for this room.

Must contain a minimum of 4 items

Must contain a maximum of 4 items

No Additional Items

Each item of this array must be:

Type: number

Value must be greater or equal to 0.0 and lesser or equal to 1.0

Type: array of number Default: [30.0, 40.0]

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

No Additional Items

Each item of this array must be:

Type: number

Value must be strictly greater than 0.0

Type: number Default: 0.0

Type: array of number Default: [0.0, 0.0]

Must contain a minimum of 2 items

Must contain a maximum of 2 items

No Additional Items

Each item of this array must be:

Type: number

Type: array of object

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 Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

The 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

Type: integer

ID to use for the slot platform

Value must be greater or equal to 0 and lesser or equal to 16777215

Type: integer

ID to use for the glow ring actor

Value must be greater or equal to 0 and lesser or equal to 16777215

Type: integer

ID to use for the ball trigger object

Value must be greater or equal to 0 and lesser or equal to 16777215

Type: integer

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

Type: integer

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

Type: integer

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 layer

Type: boolean Default: true

The default enabled/disabled state of the bomb slot.

Type: array of number

The [X, Y, Z] coordinates of the bomb slot

Same definition as position

Type: array of number

The [pitch, roll, yaw] of the bomb slot

Same definition as position

Type: number Default: 2

Number of seconds after bomb slot activation until the ball is released.

Value must be strictly greater than 0

Type: array of object

Add ControllerAction objects in this room. It will send a signal upon press and release, entering the OPEN and CLOSED state respectively.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the ControllerAction object.

Type: enum (of string)

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)

Must be one of:

  • "Forward"
  • "Backward"
  • "TurnLeft"
  • "TurnRight"
  • "StrafeLeft"
  • "StrafeRight"
  • "LookLeft"
  • "LookRight"
  • "LookUp"
  • "LookDown"
  • "JumpOrBoost"
  • "FireOrBomb"
  • "MissileOrPowerBomb"
  • "Morph"
  • "AimUp"
  • "AimDown"
  • "CycleBeamUp"
  • "CycleBeamDown"
  • "CycleItem"
  • "PowerBeam"
  • "IceBeam"
  • "WaveBeam"
  • "PlasmaBeam"
  • "ToggleHolster"
  • "OrbitClose"
  • "OrbitFar"
  • "OrbitObject"
  • "OrbitSelect"
  • "OrbitConfirm"
  • "OrbitLeft"
  • "OrbitRight"
  • "OrbitUp"
  • "OrbitDown"
  • "LookHold1"
  • "LookHold2"
  • "LookZoomIn"
  • "LookZoomOut"
  • "AimHold"
  • "MapCircleUp"
  • "MapCircleDown"
  • "MapCircleLeft"
  • "MapCircleRight"
  • "MapMoveForward"
  • "MapMoveBack"
  • "MapMoveLeft"
  • "MapMoveRight"
  • "MapZoomIn"
  • "MapZoomOut"
  • "SpiderBall"
  • "ChaseCamera"
  • "XRayVisor"
  • "ThermoVisor"
  • "EnviroVisor"
  • "NoVisor"
  • "VisorMenu"
  • "VisorUp"
  • "VisorDown"
  • "Unknown1"
  • "Unknown2"
  • "UseShield"
  • "ScanItem"
  • "Unknown3"
  • "Unknown4"
  • "Unknown5"
  • "Unknown6"
  • "PreviousPauseScreen"
  • "NextPauseScreen"
  • "Unknown7"
  • "None"

Type: boolean Default: false

Specify if the object will deactivate after being used

Type: array of object

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 Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the player actor.

Type: array of number Default: [0.0, 0.0, 0.0]

The position of the platform.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]

The rotation of the platform.

Same definition as position

Type: array of object

Add worldLightFaders to this room. These objects dim the room to the specified level when they receive the ACTION script message.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the worldLightFader.

Type: number

Amount to scale light by where 1.0 is unchanged light level.

Value must be strictly greater than 0.0

Type: number

Rate at which to execute the fade (higher is faster)

Value must be strictly greater than 0.0

Type: array of object

Add cameras to this room. These are used for cutscenes.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: array of number Default: [0.0, 0.0, 0.0]

The position of the camera. Will get overridden if specified a CAMERA_PATH.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]

The rotation of the camera. Will get overridden if specified a CAMERA_TARGET.

Same definition as position

Type: boolean Default: false

Default 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.

Type: number Default: 5.0

Duration of the cutscene. Will affect the speed of the camera as well.

Value must be strictly greater than 0.0

Type: boolean Default: false

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.

Type: boolean Default: false

Specify if the camera will come out of the player's view before following it's specified path.

Type: boolean Default: false

Specify if the camera will end up at the player's current view. Similar to the end of Parasite Queen's intro cutscene.

Type: boolean Default: false

Specify if the player will be visible during the cutscene. Only the Morph Ball can be visible.

Type: boolean Default: true

Specify if the player's control will be stopped during the cutscene.

Type: boolean Default: false

Doesn't seem to do anything.

Type: boolean Default: false

It's use is unknown.

Type: number Default: 70.0

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

Type: boolean Default: true

If true, the player will be frozen in place during the cutscene.

Type: boolean Default: false

Type: array of object

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.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: array of number Default: [0.0, 0.0, 0.0]

The position of the CameraWaypoint.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]

The rotation of the CameraWaypoint.

Same definition as position

Type: boolean Default: false

Default active state of the CameraWaypoint.

Type: number

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

Type: integer Default: 0

Doesn't seem to do anything.

Value must be greater or equal to 0 and lesser or equal to 2147483647

Type: array of object

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.

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default active state of the ControllerAction object.

Type: enum (of string) Default: "Multiply"

Specify the desired type of filter.

Must be one of:

  • "Passthrough"
  • "Multiply"
  • "Invert"
  • "Add"
  • "Subtract"
  • "Blend"
  • "Widescreen"
  • "SceneAdd"
  • "NoColor"
  • "InvDstMultiply"

Type: enum (of string) Default: "CinemaBars"

Specify the desired shape of the filter.

Must be one of:

  • "Fullscreen"
  • "FullscreenHalvesLeftRight"
  • "FullscreenHalvesTopBottom"
  • "FullscreenQuarters"
  • "CinemaBars"
  • "ScanLinesEven"
  • "ScanLinesOdd"
  • "RandomStatic"
  • "CookieCutterDepthRandomStatic"

Type: integer Default: 0

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

Type: integer Default: 0

It's use is currently unknown.

Value must be greater or equal to 0

Type: array of number Default: [0.0, 0.0, 0.0, 1.0]

The color of the filter.

Must contain a minimum of 4 items

Must contain a maximum of 4 items

No Additional Items

Each item of this array must be:

Type: number

Value must be greater or equal to 0.0 and lesser or equal to 1.0

Type: number Default: 0.0

Specify the speed in which the filter will fade in.

Value must be greater or equal to 0.0

Type: number Default: 0.0

Specify the speed in which the filter will fade out.

Value must be greater or equal to 0.0

Type: array of object

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

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: array of number

The position of the CameraHint.

Same definition as position

Type: array of number

The rotation of the CameraHint.

Same definition as position

Type: boolean Default: true

Default active state of the CameraHint.

Type: integer Default: 10

Type: enum (of string) Default: "Default"

Must be one of:

  • "Default"
  • "FreezeLookPosition"
  • "HintBallToCam"
  • "HintInitializePosition"
  • "HintFixedPosition"
  • "HintFixedTransform"
  • "PathCameraDesiredPos"
  • "PathCamera"
  • "SpindleCamera"

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: boolean Default: false

Type: number Default: 8.0

Requires overrideMinDist to be true to work.

Value must be greater or equal to 0.0

Type: boolean Default: false

Type: number Default: 8.0

Requires overrideMaxDist to be true to work.

Value must be greater or equal to 0.0

Type: boolean Default: false

Type: number Default: 8.0

Requires overrideBackwardsDist to be true to work.

Value must be greater or equal to 0.0

Type: boolean Default: false

Type: array of number Default: [0.0, 0.0, 0.0]

Requires overrideLookAtOffset to be true to work.

Same definition as position

Type: boolean Default: false

Type: array of number Default: [0.0, 0.0, 0.0]

Requires overrideChaseLookAtOffset to be true to work.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]
Same definition as position

Type: boolean Default: false

Type: number Default: 55.0

Requires overrideFov to be true to work. 55.0 = Morph Ball Camera Fov

Value must be greater or equal to 0.0

Type: boolean Default: false

Type: number Default: 90.0

Requires overrideAttitudeRange to be true to work

Value must be greater or equal to 0.0

Type: boolean Default: false

Type: number Default: 90.0

Requires overrideAzimuthRange to be true to work

Value must be greater or equal to 0.0

Type: boolean Default: false

Type: number Default: 120.0

Requires overrideAnglePerSecond to be true to work

Value must be greater or equal to 0.0

Type: number Default: 10.0

Value must be greater or equal to 0.0

Type: number Default: 120.0

Value must be greater or equal to 0.0

Type: boolean Default: false

Type: number Default: 2.7

Requires overrideElevation to be true to work

Value must be greater or equal to 0.0

Type: number Default: 1.5

Value must be greater or equal to 0.0

Type: number Default: 2.0

Value must be greater or equal to 0.0

Type: number Default: 1.0

Value must be greater or equal to 0.0

Type: array of object

Add CameraHintTrigger objects to this room. They behave like regular triggers but they can be rotated and have less properties

No Additional Items

Each item of this array must be:

Type: object
No Additional Properties

Type: integer

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 id

Type: integer

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 layer

Type: boolean Default: true

Default activate state of the trigger

Type: array of number Default: [0.0, 0.0, 0.0]

Position of the trigger.

Same definition as position

Type: array of number Default: [0.0, 0.0, 0.0]

Rotation of the trigger.

Same definition as position

Type: array of number Default: [5.0, 5.0, 5.0]

Extent of the trigger.

Same definition as scale

Type: boolean Default: false

Disable this trigger when entered.

Type: boolean Default: false

Disable this trigger when exited.

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar

Type: object
No Additional Properties

Type: object

Type: object
No Additional Properties

Type: object

Patches for modifying the contents of a specific room.

Same definition as Exterior Docking Hangar