Uploaded August 2024 | Updated September 2026, 2 weeks ago
how to recreate this for your own:
- Clone a beghouled level
- under UpgradeMap, create a loop (A→B, B→A) can be a loop of 2 or more
- for the preplaced plants, use InitialPlantProperties
limitation: DO NOT place plants in a way that they'll make a match-3 (no 3 or more of the same type in a row or column)
- add dummy craters using InitialGridItemProperties on the tiles that aren't supposed to have plants
- define the upgraded plants in BeghouledSeedBankProperties like a normal beghouled level, then the original plants in BeghouledUpgradeList
- IMPORTANT: if the plant is going to be swappable, include it under BeghouledProps - InitialPlants, otherwise nothing will happen when you click on the seedpacket
- make the MatchesToWin value = 0 to prevent swapping
how to recreate this for your own:
- Clone a beghouled level
- under UpgradeMap, create a loop (A→B, B→A) can be a loop of 2 or more
- for the preplaced plants, use InitialPlantProperties
limitation: DO NOT place plants in a way that they'll make a match-3 (no 3 or more of the same type in a row or column)
- add dummy craters using InitialGridItemProperties on the tiles that aren't supposed to have plants
- define the upgraded plants in BeghouledSeedBankProperties like a normal beghouled level, then the original plants in BeghouledUpgradeList
- IMPORTANT: if the plant is going to be swappable, include it under BeghouledProps - InitialPlants, otherwise nothing will happen when you click on the seedpacket
- make the MatchesToWin value = 0 to prevent swapping










