Spooky Hollow has only 2 floors, so it's a little harder.
Try moving camera around, changing angle, mb move ghosts around, it might help to narrow it down. When you feel you can't reduce it anymore, just change some values to 0 (when you are on highest floor) and see if "go up" arrow lights up. If it does, the value is somewhere among them, if not, remove them from the list and try again. Hint: start with lower addresses.
When a mortal is chosen the editor will now load the values for his willpower, insanity, belief, and set the sliders accordingly. The values can now range from 0 to 100, in increments of 1. Also, when you change those values and then switch from mortal A to B to A (again), the changes you made will still be visible.
As you can see, I managed to crack how willpower, insanity and belief were encoded. Turns out they were just floats... I feel like a moron for not realizing this sooner. On the other hand, I'm happy about finishing this part of the editor.
I already posted the link to an album, spooky hollow screens are near the end: imgur link
In any case, here's a modified .exe with Scarecrow in the basement: mediafire link Clicking on Black Crow in game will cause Scarecrow's portrait to appear instead (a little trick), and make his powers useable. You can use View, and FPP vision from his menu, but Go To will not go underground.
nice job would it be possible to disable scripted events in levels like intros? call me crazy but I think soon we will be able to import .obj files since we can now export models as .obj (thanks Woitek) my worry is if we create even a basic enviroment and say replace it with Weird seance (basically bsp swapping) that the scripted events for Weird seance would crash the game. Thats what happens if you switch to identical scenarios with each other like Haunting 101 and Facepacks and broomsticks
Levels scripts are hardcoded in exe. There is almost no way to add new missions to the game or replace them. Maybe there is a chance if we change exe to load scripts like they does for tutorial, but anyway. It would be still very limited, with cause to replace bsp files. Only plausible option is disable level script to the point where we only can scary people on new levels.