Thanks to Darkness3313 we can now edit the editor propely

The key is the 3 script:
scrCreateTile
scrCreateTileobj
scrSetCurserTile
and the object:
oLevelEditor
If you want to add say oMetalBlock to the editor; first open oLevelEditor, open Create, here we see the blockArray from 0 to 23, so simply add:
blockArray[22] = "4"; // Temple
blockArray[23] = "l"; // Lava
blockArray[24] = "Z"; // MetalBlockit's impotent you use a unique letter not used in either the block, enemy, trap or treasure array.
Then we need to change the dropmax for blockArray (else it will simply jump over the MetalBlock) (the first array is a special case; since we start under array in the editor, therefor we have change the dropmax just above blockArray under create). Since the block array is under 1 - go to oLevelEditor and open press 1-key and change dropmax. for the metal block we change it to 24.
if (global.tunnel1 == 0 and global.tunnel2 > 0) dropMax = 18;
else if (global.tunnel1 > 0 and global.tunnel2 == 0) dropMax = 21;
else if (global.tunnel1 == 0 and global.tunnel2 == 0) dropMax = 24;we then need to set the sprite in the array (when you scroll in the editor), this we do in scrSetCurserTile, like this:
if (blockArray[dropVal] == "j") oCursObj.sprite_index = sPotionRedTile;
if (blockArray[dropVal] == "k") oCursObj.sprite_index = sPotionBlackTile;
if (blockArray[dropVal] == "Z") oCursObj.sprite_index = sMetalBlock;Then we need to set the object you see in the editor in when you have inserted it into the level, this is simply just the sprite as an object (set the parent to oDrawnSprite) if you look under objects Level Editor you will see plenty of examples. we edit in the script scrCreateTile:
else if (argument0 == "\")
{
obj = instance_create(argument1, argument2, oCapeTile);
}
else if (argument0 == "J")
{
obj = instance_create(argument1, argument2, oJetpackTile);
}
else if (argument0 == "Z")
{
obj = instance_create(argument1, argument2, oMetalBlock);
}then we need to set the object thats used when the Level is played (in the script scrCreateTileObj), like this:
else if (argument0 == "\")
{
obj = instance_create(argument1+8, argument2+10, oCapePickup);
obj.cost = 0;
obj.forSale = false;
}
else if (argument0 == "J")
{
obj = instance_create(argument1+8, argument2+8, oJetpack);
obj.cost = 0;
obj.forSale = false;
}
else if (argument0 == "Z")
{
obj = instance_create(argument1, argument2, oPushMetalBlock);
}and that's it

hope to see some great editors
Download, this is a edited version of potion mod:
.exe file
http://www.mediafire.com/?zzylmfyomfd.gmk
http://www.mediafire.com/?yyg4atjzjgi