{"Timestamp": 1730565860, "Classes": [{"InternalName": "AfterMapObjDrawAir", "Name": "AfterMapObjDrawAir", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section. Unlike other Air objects, this gets executed and rendered after most other objects.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Air", "Name": "Air", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "AirBubble", "Name": "AirBubble", "Notes": "A stationary bubble that replenishes air when collected underwater.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Activated when popped.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}}}, {"InternalName": "AirBubbleGenerator", "Name": "AirBubbleGenerator", "Notes": "A nozzle that periodically generates several air bubbles that replenish the player's air when underwater.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Time between bubble spawns in frames.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Bubble Duration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Life duration of a single bubble in frames.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "AirFar100m", "Name": "AirFar100m", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section. Unlike other Air objects, this has a far clipping range of 100 meters.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "AncientCage", "Name": "AncientCage", "Notes": "A stationary object that will disappear once its SW_B gets triggered. Plays the \"Open\" animation and destroys itself after that. Plays a short cutscene using a special camera. It also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Activated after the cage has disappeared.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Opens the cage if activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the cage gets opened.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "AnmModelBindMove", "Name": "AnmModelBindMove", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AnmModelGroundOnMove", "Name": "AnmModelGroundOnMove", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AnmModelSwitchMove", "Name": "AnmModelSwitchMove", "Notes": "A generic object with a model and collision that will play its Move animations once certain conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveEndKill", "Name": "AnmModelSwitchMoveEndKill", "Notes": "A generic object with a model and collision that will play its Move animations once certain conditions are met. Once the Move.bck animation has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated once the object kills itself.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveEndKillAnyAnim", "Name": "AnmModelSwitchMoveEndKillAnyAnim", "Notes": "A generic object with a model and collision that will play its Move animations once certain conditions are met. Once any of the Move animations has ended, the object will kill itself. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelKill specifies the sound effect used when it kills itself. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveEventCamera", "Name": "AnmModelSwitchMoveEventCamera", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AnmModelSwitchMoveInvalidateCollision", "Name": "AnmModelSwitchMoveInvalidateCollision", "Notes": "A generic object with a model and collision that will play its Move animations once certain conditions are met. Additionally, the collision will be disabled once it has moved once. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchMoveValidateCollision", "Name": "AnmModelSwitchMoveValidateCollision", "Notes": "A generic object with a model and collision that will play its Move animations once certain conditions are met. Additionally, the collision will be disabled until it has moved. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchSwapVisibility", "Name": "AnmModelSwitchSwapVisibility", "Notes": "A generic object with a model, collision and a Move.bva visibility animation that will play its Move animations once certain conditions are met. The Move.bva animation's initial frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AnmModelSwitchSyncBrk", "Name": "AnmModelSwitchSyncBrk", "Notes": "A generic object with a model, collision and a Reverse.brk animation that will play its Move and Reverse.brk animations once certain conditions are met. The Reverse.brk animation's last frame will be used until the conditions are met. It uses several sound effects. AnmModelMoveStart specifies the sound effect used when it starts moving. AnmModelMoveLoop specifies the looping sound effect that is played while it moves. AnmModelStop specifies the sound effect used when it stops moving. AnmModelReverse specifies the sound effect used when the Reverse.brk animations starts playing. Furthermore, it can use several particle effects as well. Start specifies the particles used when it starts moving. EndLoop specifies the particles used after it stopped moving. It can also shake the screen and rumble the player's Wiimote if a proper PadAndCameraCtrl file is provided. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object starts moving when this switch is activated. This switch will be ignored if it registered a cutscene nerve action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "AreaMoveSphere", "Name": "AreaMoveSphere", "Notes": "Moves compatible objects inside this area if they are bound to a floor triangle with the collision type AreaMove. Compatible objects are the player itself, BombBird and its bombs, Kuribo, Karon and CocoNut.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the movement speed.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ArrowSwitch", "Name": "ArrowSwitch", "Notes": "A rotating switch object that can be activated using Spin Attacks.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Direction", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the rotation when hit.", "Values": [{"Value": "-1", "Notes": "180° to right or left"}, {"Value": "0", "Notes": "90° to left"}, {"Value": "1", "Notes": "90° to right"}, {"Value": "2", "Notes": "180° to left"}, {"Value": "3", "Notes": "180° to right"}], "Exclusives": []}, "Obj_arg1": {"Name": "Activation Mode", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, it cannot be hit again until the SW_A event deactivates again.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Activated when hit, deactivated when hit again.", "Exclusives": []}}}, {"InternalName": "ArrowSwitchMulti", "Name": "ArrowSwitchMulti", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ArrowSwitchTarget", "Name": "ArrowSwitchTarget", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AssemblyBlock", "Name": "AssemblyBlock", "Notes": "Remains at a resting position above the object's actual position. Once the player gets in its range, it will move to its actual position. This class supports ShapeModelNo models. The timed activation requires additional effect data under the UniqueName \"Blur\".", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies the activation range to the player's position. If set to -1, the model's diameter is used instead.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Activation Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If Obj_arg7 is set, this specifies the timer until the block disappears again.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Is Timed?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the block will be activated for a set amount of time only.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "LinkNamePos": {"Games": 3, "Needed": false, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "合体ブロック故郷点", "Notes": "Resting position"}], "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen to prevent it from disappearing by player 2.", "Exclusives": []}}}, {"InternalName": "AstroChangeStageCube", "Name": "AstroChangeStageCube", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroCore", "Name": "AstroCore", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroCountDownPlate", "Name": "AstroCountDownPlate", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDome", "Name": "AstroDome", "Notes": "The enterable Domes on the Comet Observatory", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Dome", "Type": "Integer", "Games": 1, "Needed": false, "Description": "0 Terrace\n1 Fountain\n2 Kitchen\n3 Bedroom\n4 Engine\n5 Garden", "Values": [], "Exclusives": []}}}, {"InternalName": "AstroDomeAsteroid", "Name": "AstroDomeAsteroid", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeBlueStar", "Name": "AstroDomeBlueStar", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeComet", "Name": "AstroDomeComet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeDemoAstroGalaxy", "Name": "AstroDomeDemoAstroGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeDemoStarter", "Name": "AstroDomeDemoStarter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeGalaxySelector", "Name": "AstroDomeGalaxySelector", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroDomeSky", "Name": "AstroDomeSky", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroEffectObj", "Name": "AstroEffectObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroMapBoard", "Name": "AstroMapBoard", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroMapObj", "Name": "AstroMapObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroOverlookArea", "Name": "AstroOverlookArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroOverlookObj", "Name": "AstroOverlookObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AstroSimpleObj", "Name": "AstroSimpleObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "AttackRock", "Name": "AttackRock", "Notes": "Usually not visible but they get activated by Bowser's attacks. Once it appears, it falls down onto ground. Then, it becomes a yellow orb that can be smashed into Bowser. Depending on the encounter number, it can also emit shockwaves.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Bowser Encounter Number", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If greater than 1, the rock will emit a purple quake wave once it lands.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "AttackRockFinal", "Name": "AttackRockFinal", "Notes": "These are usually not visible until Bowser activates them during the final fight. These fly to their actual position and will remain there. The orb can be smashed into Bowser.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Delay until the rock appears for the first time.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "AttackRockTutorial", "Name": "AttackRockTutorial", "Notes": "A rock that appears from the ground and breaks into a yellow orb which can be smashed into KoopaSeals.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player stands on the rock.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "AudioEffectArea", "Name": "AudioEffectArea", "Notes": "Sets the audio effect once entered by the player. For example, this can enable echoes.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Effect Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies which effect configuration to use.", "Values": [{"Value": "0", "Notes": "Default"}, {"Value": "1", "Notes": "Underground Echo"}, {"Value": "2", "Notes": "Unused"}, {"Value": "3", "Notes": "Unused"}, {"Value": "4", "Notes": "Fleet Glide"}, {"Value": "5", "Notes": "Fleet Glide"}, {"Value": "6", "Notes": "Unused"}], "Exclusives": []}, "Obj_arg1": {"Name": "Priority", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Priority of the audio effect (unrelated to areas).", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "AutoMakeMapObj", "Name": "AutoMakeMapObj", "Notes": "A generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["MarioFaceShipChimney"]}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["KoopaBackEffect", "MarioFaceShipChimney", "MarioFaceShipJet"]}}}, {"InternalName": "BakuBaku", "Name": "BakuBaku", "Notes": "A skull that moves around freely or on a set path. It \"eats\" away parts of objects that are compatible with ClipDrawArea. This enemy cannot be defeated at all.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Sets the rate at which it moves on the path.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never triggered since this enemy cannot be defeated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BallBeamer", "Name": "BallBeamer", "Notes": "A variant of a Ring Beamer which periodically emits \"spherical\" rings that scale along with gravity. The rings will shock the player upon contact. It cannot be destroyed through normal means.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ring Speed", "Type": "Float", "Games": 1, "Needed": false, "Description": "The rate at which the individual rings grow. Default is 12.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ring Duration", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The lifetime of an individual ring before it disappears. Default is 530.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether to use a special model for the shadow or not.", "Values": [{"Value": "-1", "Notes": "Use normal shadow"}, {"Value": "0", "Notes": "Use JumpBeamerBeamShadow"}], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only be able to emit rings while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 1, "Needed": false, "Description": "If used, this object will be killed once this switch gets activated.", "Exclusives": []}}}, {"InternalName": "Balloonfish", "Name": "Balloonfish", "Notes": "A blow fish enemy that inflates once the player gets in its range. It will then home onto the player and explode after a certain amount of time.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BalloonFruit", "Name": "BalloonFruit", "Notes": "A fruit that, when eaten, transforms Yoshi into Blimp Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, the fruit can only be eaten when this switch is active.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "BallOpener", "Name": "BallOpener", "Notes": "If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be cracked open.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "Activated after a Star Ball gets cracked open.", "Exclusives": []}}}, {"InternalName": "BallRail", "Name": "BallRail", "Notes": "An invisible rail for the Star Ball. The Star Ball will automatically start to move along the path once it touches the path's beginning.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Acceleration", "Type": "Float", "Games": 3, "Needed": false, "Description": "Acceleration value multiplied by 1000. Default is 1500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Deceleration", "Type": "Float", "Games": 3, "Needed": false, "Description": "Deceleration value multiplied by 1000. Default is 995.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "Banekiti", "Name": "Banekiti", "Notes": "A strange enemy whose bouncy springs repel the player when they are using the Boo power-up. It cannot be defeated through any means.", "Games": 1, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 1, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "Rail": {"Games": 1, "Needed": true, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BasaBasa", "Name": "BasaBasa", "Notes": "A flying bat enemy. These enemies may be flying around passively, move on a path or hang from ceilings. If the player comes within its range, it will fly towards them to attack. The icy variant (BasaBasaIce) will freeze the player if touched, provided that they are not using the Ice power-up. It can be defeated using Spin Attacks, Stomping and most other attacks. It can be stunned by shooting Star Bits at them. The icy variant (BasaBasaIce) can be attacked if the player has the Ice power-up.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Detection Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Range in which it will detect the player. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Attacking Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Range in which it will attack the player. Default is Detection Range + 1000.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Specifies the flying path that it will move on.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Battan", "Name": "Battan", "Notes": "A stone block enemy that moves on a fixed path. Once it sees the player, it will move towards them to fall down on them. Once it lies on the ground, the weak point on its back can be Ground Pounded. It spawns 7 Star Bits when defeated.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Defines the movement speed, multiplied by 1000. Default is 600.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Attacking Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "The range in which it will fall down onto the ground after detecting the player.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Spawn no Star Bits?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it won't spawn any Star Bits after being defeated.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated once defeated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Defines the path that it moves on passively.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BattanKing", "Name": "BattanKing", "Notes": "A large stone block boss. He can summon Whimps that will try to attack the player like Whomps do. The boss himself can defeat those smaller blocks by crushing them. Like his smaller counterparts, this boss will try to fall onto the player to attack them. He can also attack using shockwaves that appear when he jumps. When he's lying on ground, the player can Ground Pound the weak spot on its back to damage him. After hitting the boss three times, he will be defeated. He always spawns a Power Star.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Starting Index", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the starting index of the camera vector register. Occupies two cameras.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after defeating the boss.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Starts the intro cutscene if the switch gets activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "バッタンキング基準位置", "Notes": "His position after the battle"}, {"Value": "マリオ位置", "Notes": "Player's position after the battle"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscenes with the names バッタンキング登場 and バッタンキングダウン. They are used when the boss appears or disappears, respectively.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "BattanKing000 is the dialogue used before the fight. BattanKing001 is the dialogue used after the fight.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BattleShipElevator", "Name": "BattleShipElevator", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BeamGoRoundPlanet", "Name": "BeamGoRoundPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BeeEater", "Name": "BeeEater", "Notes": "A stretchy plant with spikes that will lunge onto the player to damage them. Cannot be defeated, however, they can be stunned by shooting a Star Bit at them.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BeeFlowerHover", "Name": "BeeFlowerHover", "Notes": "A rotating platform that can be stood on using the Bee power-up. If the player does not have this power-up and touches the platform, it will temporarily disappear.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rotation's speed.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "BeeJumpBall", "Name": "BeeJumpBall", "Notes": "A bouncy berry that can be bounced off with the Bee power-up. If touched by the player while they don't have the Bee power-up, it will pop and reappear after about three seconds.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "BeeWallShortDistArea", "Name": "BeeWallShortDistArea", "Notes": "If the player is using the Bee power-up and is inside this area, it will make them fly a longer distance than usual.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BegomanBaby", "Name": "BegomanBaby", "Notes": "A small robot enemy that will make the player spin around if touched. However, it can be defeated using Spin Attacks. If it falls into water, it will be defeated as well.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Returning", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If SW_A is valid and deactivated, it will always move towards its initial position.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after killing this enemy.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BegomanLauncher", "Name": "BegomanLauncher", "Notes": "A black hole that periodically spawns more Topman enemies. It will only generate one enemy at a time, but it will ensure that the provided number of enemies will be spawned. Defeated enemies will respawn after a while. BegomanLauncher generates Spring Topmen, BegomanBabyLauncher generates Topmini and TogeBegomanLauncher generates Spike Topmen.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg2": {"Name": "Activation Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay until the first spawn occurs.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Number of Topman", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines the number of Topman to be spawned. Default is 1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, the spawner will be deactivated. Also kills any Spring and Spike Topman in SMG2.", "Exclusives": []}}}, {"InternalName": "BegomanSpike", "Name": "BegomanSpike", "Notes": "A rotating robot enemy that will make the player spin around if touched. If the player touches its spiky head, they will take damage. It can be defeated by smashing it against electric currents (such as ElectricRail). If it falls into water, it will be defeated as well.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Returning", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If SW_A is valid and deactivated, it will always move towards its initial position.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after killing this enemy.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, it will be defeated immediately.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BegomanSpring", "Name": "BegomanSpring", "Notes": "A rotating robot enemy that features a spring head which the player can bounce off. It can be defeated by smashing it against electric currents (such as ElectricRail). If it falls into water, it will be defeated as well. It gets stunned when using a Spin Attack. This fully expands its spring head. If the object is called BegomanSpringHide, it will remain in the ground until the player gets in its range. This variant will also spawn a Topmini if hit with a Spin Attack. There can only be one Topmini at a time.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Returning", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If SW_A is valid and deactivated, it will always move towards its initial position.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after killing this enemy.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not enabled, it will remain stationary.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, it will be defeated immediately.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when player gets bounced off.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BellyDragon", "Name": "BellyDragon", "Notes": "A long dragon boss. It features six weak spots that have to be popped using the player's attacks. It always spawns a Power Star when defeated. If it's part of a cutscene, it also creates cutscene objects for KoopaJr and KoopaJrPod.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated. Cannot be used if registered to a cutscene.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": true, "Description": "Gets activated after being defeated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": ["BellyDragon"]}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "プレイヤーデモ位置(ベリードラゴン戦)", "Notes": "Player's position during the intro"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used during the intro, midway cutscene and ending.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Special cutscene used before the actual boss fight begins. The cutscene is expected to be called ベリードラゴンデモ(クッパJr登場).", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrBellyDragon is used during the intro cutscene with Bowser Jr.", "Exclusives": []}}}, {"InternalName": "BendSwanpPlanet", "Name": "BendSwanpPlanet", "Notes": "A special planet that can fold two times. Each state also has a separate collision mesh that gets loaded in. Usually, the planet will be in its unfolded state. SW_A and SW_B are used to fold it.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, it will enter the first folding state.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, it will enter the second folding state.", "Exclusives": []}}}, {"InternalName": "BenefitItemInvincible", "Name": "BenefitItemInvincible", "Notes": "An item that grants the player the Invincibility power-up when collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered.", "Values": [{"Value": "-1", "Notes": "Appears when SW_APPEAR gets activated"}, {"Value": "1", "Notes": "Already appeared but SW_APPEAR starts rotation, escaping, etc."}], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the item behaves after appearing.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "On ground after 1 second"}, {"Value": "2", "Notes": "Thrown out"}, {"Value": "3", "Notes": "Thrown out from ? Block"}, {"Value": "4", "Notes": "On ground immediately (SMG2 only)"}], "Exclusives": []}, "Obj_arg2": {"Name": "Escape Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it escapes after appearing. Requires Obj_arg1 set to 1,2, 3 or 4.", "Values": [{"Value": "-1", "Notes": "Doesn't escape"}, {"Value": "1", "Notes": "Escapes"}, {"Value": "2", "Notes": "Escapes away from player"}, {"Value": "3", "Notes": "Escapes"}], "Exclusives": []}, "Obj_arg3": {"Name": "Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the clipping type. Requires Obj_arg4 set to -1, 1, 2 or 3.", "Values": [{"Value": "-1", "Notes": "Spherical clipping"}, {"Value": "1", "Notes": "Spherical clipping with shadow length as radius"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow with gravity direction"}, {"Value": "3", "Notes": "Calculate shadow once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it should use the appearance camera or not.", "Values": [{"Value": "-1", "Notes": "Don't use camera for appearance"}, {"Value": "1", "Notes": "Use appearance camera"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "How it rotates. Requires Obj_arg0 set to 1.", "Values": [{"Value": "-1", "Notes": "Does not rotate"}, {"Value": "1", "Notes": "Rotates after appearing"}, {"Value": "2", "Notes": "Rotates after appearing"}, {"Value": "4", "Notes": "Rotates when it escapes"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length / Clipping Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Also sets the clipping radius if Obj_arg3 is set to 1.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Movement speed for paths.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it can only be collected while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Used for movement after the item appears. Broken in SMG2.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}}}, {"InternalName": "BenefitItemLifeUp", "Name": "BenefitItemLifeUp", "Notes": "An item that increases the player's health to 6 when collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered.", "Values": [{"Value": "-1", "Notes": "Appears when SW_APPEAR gets activated"}, {"Value": "1", "Notes": "Already appeared but SW_APPEAR starts rotation, escaping, etc."}], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the item behaves after appearing.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "On ground after 1 second"}, {"Value": "2", "Notes": "Thrown out"}, {"Value": "3", "Notes": "Thrown out from ? Block"}, {"Value": "4", "Notes": "On ground immediately (SMG2 only)"}], "Exclusives": []}, "Obj_arg2": {"Name": "Escape Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it escapes after appearing. Requires Obj_arg1 set to 1,2, 3 or 4.", "Values": [{"Value": "-1", "Notes": "Doesn't escape"}, {"Value": "1", "Notes": "Escapes"}, {"Value": "2", "Notes": "Escapes away from player"}, {"Value": "3", "Notes": "Escapes"}], "Exclusives": []}, "Obj_arg3": {"Name": "Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the clipping type. Requires Obj_arg4 set to -1, 1, 2 or 3.", "Values": [{"Value": "-1", "Notes": "Spherical clipping"}, {"Value": "1", "Notes": "Spherical clipping with shadow length as radius"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow with gravity direction"}, {"Value": "3", "Notes": "Calculate shadow once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it should use the appearance camera or not.", "Values": [{"Value": "-1", "Notes": "Don't use camera for appearance"}, {"Value": "1", "Notes": "Use appearance camera"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "How it rotates. Requires Obj_arg0 set to 1.", "Values": [{"Value": "-1", "Notes": "Does not rotate"}, {"Value": "1", "Notes": "Rotates after appearing"}, {"Value": "2", "Notes": "Rotates after appearing"}, {"Value": "4", "Notes": "Rotates when it escapes"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length / Clipping Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Also sets the clipping radius if Obj_arg3 is set to 1.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Movement speed for paths.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it can only be collected while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Used for movement after the item appears. Broken in SMG2.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}}}, {"InternalName": "BenefitItemOneUp", "Name": "BenefitItemOneUp", "Notes": "An item that grants the player an extra life when collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered.", "Values": [{"Value": "-1", "Notes": "Appears when SW_APPEAR gets activated"}, {"Value": "1", "Notes": "Already appeared but SW_APPEAR starts rotation, escaping, etc."}], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the item behaves after appearing. If 128 is added to the value, it will appear with smoke particles.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "On ground after 1 second"}, {"Value": "2", "Notes": "Thrown out"}, {"Value": "3", "Notes": "Thrown out from ? Block"}, {"Value": "4", "Notes": "On ground immediately (SMG2 only)"}, {"Value": "128", "Notes": "Appear with smoke"}], "Exclusives": []}, "Obj_arg2": {"Name": "Escape Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it escapes after appearing. Requires Obj_arg1 set to 1,2, 3 or 4.", "Values": [{"Value": "-1", "Notes": "Doesn't escape"}, {"Value": "1", "Notes": "Escapes"}, {"Value": "2", "Notes": "Escapes away from player"}, {"Value": "3", "Notes": "Escapes"}], "Exclusives": []}, "Obj_arg3": {"Name": "Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the clipping type. Requires Obj_arg4 set to -1, 1, 2 or 3.", "Values": [{"Value": "-1", "Notes": "Spherical clipping"}, {"Value": "1", "Notes": "Spherical clipping with shadow length as radius"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow with gravity direction"}, {"Value": "3", "Notes": "Calculate shadow once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it should use the appearance camera or not.", "Values": [{"Value": "-1", "Notes": "Don't use camera for appearance"}, {"Value": "1", "Notes": "Use appearance camera"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "How it rotates. Requires Obj_arg0 set to 1.", "Values": [{"Value": "-1", "Notes": "Does not rotate"}, {"Value": "1", "Notes": "Rotates after appearing"}, {"Value": "2", "Notes": "Rotates after appearing"}, {"Value": "4", "Notes": "Rotates when it escapes"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length / Clipping Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Also sets the clipping radius if Obj_arg3 is set to 1.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Movement speed for paths.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it can only be collected while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Used for movement after the item appears. Broken in SMG2.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears. Requires Obj_arg5 set to 1.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}}}, {"InternalName": "BgmChangeArea", "Name": "BgmChangeArea", "Notes": "Changes the background music using the stage's music information in StageBgmInfo. Supports several changing modes.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Change Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The music change type.", "Values": [{"Value": "0", "Notes": "Change Song"}, {"Value": "1", "Notes": "Fade-out and Change Song"}, {"Value": "2", "Notes": "Change State"}], "Exclusives": []}, "Obj_arg1": {"Name": "Argument 1", "Type": "Integer", "Games": 2, "Needed": false, "Description": "ChangeBgmName index into StageBgmInfo if Obj_arg0 is set to 0. ChangeBgmState index into StageBgmInfo if Obj_arg0 is set to 2. Fade time if Obj_arg0 is set to 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Argument 2", "Type": "Integer", "Games": 2, "Needed": false, "Description": "ChangeBgmName index into StageBgmInfo if Obj_arg0 is set to 1. Fade time if Obj_arg0 is set to 2.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Comet Music Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Sets how music changes are handled during Comet missions.", "Values": [{"Value": "-1", "Notes": "Music change is ignored during Comet"}, {"Value": "1", "Notes": "Music change is enforced during Comet"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Invalidates this area if this switch gets activated. However, this only works in \"TwisterTowerGalaxy\".", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BgmProhibitArea", "Name": "BgmProhibitArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BgmVolumeFadeArea", "Name": "BgmVolumeFadeArea", "Notes": "When the player enters this area, the music's volume will be changed. The volume resets if the player leaves the area again.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fade Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The music's fade time in frames. Default is 90.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Volume", "Type": "Float", "Games": 2, "Needed": false, "Description": "The music's volume multiplied by 100.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BigBubble", "Name": "BigBubble", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleCameraArea", "Name": "BigBubbleCameraArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleGenerator", "Name": "BigBubbleGenerator", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleGoalArea", "Name": "BigBubbleGoalArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleMoveLimitter", "Name": "BigBubbleMoveLimitter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigBubbleSwitchArea", "Name": "BigBubbleSwitchArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BigFan", "Name": "BigFan", "Notes": "A fan object that creates a gust of wind that can push Blimp Yoshi and the player if they use the Boo power-up. If this is placed in TeresaMario2DGalaxy, it will use a slightly different sound effect.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Wind Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Defines the wind gust's length. Default is 4000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The player's movement speed, multiplied by 100. Default is 100.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The fan will spin and the wind stream appears once this switch gets activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BigFanCloud", "Name": "BigFanCloud", "Notes": "A generic, rotating fan. It does not create a wind gust unlike BigFan.", "Games": 2, "Progress": 2, "Parameters": {"SW_B": {"Games": 2, "Needed": false, "Description": "If used, the fan will not rotate if the switch is not activated.", "Exclusives": []}}}, {"InternalName": "BigRepeatWarpLift", "Name": "BigRepeatWarpLift", "Notes": "A platform that moves on a path and teleports back to the beginning after it has reached the end. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Makes the object move while the switch is active.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Makes the object stop while the switch is not active.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "BindEndArea", "Name": "BindEndArea", "Notes": "A useless area that has no actual effect in-game.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Birikyu", "Name": "Birikyu", "Notes": "A large electric ball enemy that causes electrical damage. It can only be defeated using the Invincibility power-up. They will move on a path or in a circular motion if no path was assigned. When it attacks something, for example the player, it will pause for a short amount of time.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the movement speed.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow type.", "Values": [{"Value": "-1", "Notes": "Validate shadows"}, {"Value": "1", "Notes": "Invalidate shadows"}], "Exclusives": []}, "Point_arg0": {"Name": "Waiting Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines the time in frames before the object will move again.", "Values": [], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If any of the group members gets frozen by player 2, all of them will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BirikyuWithFace", "Name": "BirikyuWithFace", "Notes": "A small electric ball enemy that causes electrical damage. It can only be defeated using the Invincibility power-up. They will move on a path or in a circular motion if no path was assigned. When it attacks something, for example the player, it will pause for a short amount of time.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the movement speed.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Side Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the side direction.", "Values": [{"Value": "-1", "Notes": "Side is path direction"}, {"Value": "1", "Notes": "Opposite of path direction"}], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow type.", "Values": [{"Value": "-1", "Notes": "Validate shadows"}, {"Value": "1", "Notes": "Invalidate shadows"}], "Exclusives": []}, "Obj_arg3": {"Name": "Gravity Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the gravity calculation type.", "Values": [{"Value": "-1", "Notes": "Ignore gravity"}, {"Value": "0", "Notes": "Negated gravity is up. Always calculate gravity"}, {"Value": "1", "Notes": "Negated gravity is up. Calculate gravity once"}], "Exclusives": []}, "Point_arg0": {"Name": "Waiting Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines the time in frames before the object will move again.", "Values": [], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If any of the group members gets frozen by player 2, all of them will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BlackHole", "Name": "BlackHole", "Notes": "A black hole that sucks in the player and some compatible objects if they enter its range. This will kill them immediately. BlackHole objects use a spherical range whereas BlackHoleCube objects use a box-shaped range. The object's scale settings are used to specify the affection area whereas the size of the model can be changed using Obj_arg0.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Model Scale", "Type": "Float", "Games": 3, "Needed": false, "Description": "Scales the black hole model. Does not change the object's affection area. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If triggered, it disappears immediately.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player gets sucked in by it.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Disappears if the action is activated.", "Exclusives": []}}}, {"InternalName": "BloomArea", "Name": "BloomArea", "Notes": "An area that applies bloom effects to compatible objects inside it. For this, the object needs a Bloom.arc model file. However, not all objects support this natively.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Intensity", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Strength of the bloom effect. Ranges from 0 to 255. Default is 128.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Threshold", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Brightness filter level. Ranges from 0 to 255. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Intensity 1", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Primary intensity argument.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Intensity 2", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Secondary intensity argument.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BloomFlower", "Name": "BloomFlower", "Notes": "An unused class that does not work properly due to a programming error. Normally, it is meant to grow if it's in Bulb Yoshi's light range. This would make a Star Bit appear as well. However, the developers messed up a nerve check, so this effect is never triggered. If it's outside Bulb Yoshi's light, however, it will wither again.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "BlueChip", "Name": "BlueChip", "Notes": "A collectable blue chip. Usually five of these are linked together by a BlueChipGroup to trigger a switch to spawn another object, for example a Pull Star. It's usually stationary, but it can move on a path as well.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Blue Chip Group ID", "Type": "Integer", "Games": 1, "Needed": true, "Description": "The group ID of this object, the other Blue Star Chips and their controller.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 1, "Needed": false, "Description": "If set, the shadow's drop direction will use the object's gravity vector instead of calculating the shadow direction once.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If true, the chip will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 1, "Needed": false, "Description": "Sets the shadow drop length. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the shadow model type.", "Values": [{"Value": "-1", "Notes": "Sphere"}, {"Value": "0", "Notes": "Cylinder"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 1, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 1, "Needed": false, "Description": "Specifies the optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "BlueChipGroup", "Name": "BlueChipGroup", "Notes": "Controls a group of Blue Chips (BlueChip) and activates SW_A once all of them have been collected. It is recommended to have five Blue Star Chips per group. The group for this object and the individual Blue Star Chips has to be specified using Obj_arg0. This controller is also responsible for displaying the counter layout at the top of the screen.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Blue Chip Group ID", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The group ID of this object and its Blue Star Chips.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how long it takes before the Blue Star Chips will disappear after activating its SW_APPEAR. Default is -1, which makes the objects appear indefinitely.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Counter Display Range", "Type": "Float", "Games": 1, "Needed": false, "Description": "Specifies the range from this object that the player has to be within for the counter layout to be displayed. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Reactivation Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies what to do with the individual chips after reloading the scene, for example after a death.", "Values": [{"Value": "-1", "Notes": "Player has to collect items again after reloading the scene"}, {"Value": "1", "Notes": "Destroys chips after reloading the scene, SW_A won't be activated"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated when all linked Blue Star Chips have been collected.", "Exclusives": []}}}, {"InternalName": "BlueStarCupsulePlanet", "Name": "BlueStarCupsulePlanet", "Notes": "Planet-like objects that feature a large Pull Star inside them. The player can use the pointer on the Pull Star to make it attract them. UFOBlueStarCupsule is hard-coded to use a lower target radius.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, it will not rotate or move on its path while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if the action is activated.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "BlueStarGuidanceArea", "Name": "BlueStarGuidanceArea", "Notes": "If the player stands inside this area, the game will display an explanation about how to use Pull Stars.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "BombBird", "Name": "BombBird", "Notes": "A bird enemy that flies on a path. If the player gets near it, it will drop a bomb that explodes after some seconds. It can be stunned by shooting a Star Bit on it. Can be defeated using most of the player's attacks.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Flies Higher?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, it will fly far above the actual path. Also disables clipping.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, it will fly away from Mario.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it flies on.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BombHei", "Name": "BombHei", "Notes": "A bomb or bomb-like enemy, depending on the object's name. Bomb creates a simple bomb that can be picked up and thrown whereas BombHei creates the actual enemy that will walk around and fuse if it sees the player. It can be stunned and picked up after using a Spin Attack.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Countdown", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time until the bomb explodes. Default 600.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Explosion Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The explosion's radius. Default 500.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Check Explosion Collision?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will only damage potential targets when there's no collision between the target and the explosion.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Activated after it explodes.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If not activated, it won't pursue Mario and will walk around passively. It will still be able to fuse when touched, though.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BombHeiLauncher", "Name": "BombHeiLauncher", "Notes": "A dispenser that releases bombs or Bob-ombs. If the object is named BombLauncher, it creates bombs whereas it creates Bob-ombs when it's called BombHeiLauncher. There can only be one bomb or Bob-omb at once.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg2": {"Name": "Check Explosion Collision?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the dispensed object will only damage potential targets when there's no collision between the target and the explosion.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will only dispense objects while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "BombHeiRed", "Name": "BombHeiRed", "Notes": "A friendly Bob-omb NPC that can be talked to.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is BombHeiRed%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "BombTeresa", "Name": "BombTeresa", "Notes": "A Boo variant that can be swung around using its tongue. It can be smashed into several objects to damage or destroy them. If the player swings it around and does not get rid of it after some time, it will blink red and explode.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Disable Respawning?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Disables respawning after it dies.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BoomerangBros", "Name": "BoomerangBros", "Notes": "A Koopa Troopa that throws boomerangs to attack the player. These boomerangs can be destroyed by the player's attacks or eaten by Yoshi to throw them at other objects. Ground Pounding it will defeat it immediately. Other attacks usually stun it first which gives the player an advantage to attack it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Starting Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until it starts jumping around.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how items should be spawned.", "Values": [{"Value": "-1", "Notes": "Spawn any items"}, {"Value": "0", "Notes": "Don't spawn any items"}], "Exclusives": []}, "Obj_arg2": {"Name": "Pass All Points?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will always cycle through all of its points instead of hopping between the two points closest to the player.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will be attached to the collision below.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Remains stationary if the switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path points to jump between.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "It and its boomerangs can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi. Its boomerangs can be targeted, eaten and shot.", "Exclusives": []}}}, {"InternalName": "BossBegoman", "Name": "BossBegoman", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BossBussun", "Name": "BossBussun", "Notes": "A dinosaur-like boss that sleeps until the player Ground Pounds the weak spot on her belly. Excluding the first time, the player has to damage her three times. Starting the second phase, she will shoot fireballs that can temporarily cover manhole grates in lava. During the last phase, she will turn red and move faster. She is supposed to be placed on a disk-like planet as she can freely walk around such planets and change sides. She always spawns a Power Star which needs to be set up in the galaxy's Scenario file.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Makes her hittable once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Specifies the points that she randomly moves to.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "ボスブッスン位置", "Notes": "Her position after the battle"}, {"Value": "マリオ位置", "Notes": "Player's position after the battle"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when it gets damaged.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its fireballs can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "BossJugem", "Name": "BossJugem", "Notes": "A large variant of a Lakitu who wears glasses and rides on a purple cloud. He throws Spinies at the player and may also use thunderbolts to attack them. When he throws Spinies, he will be moving on a path whereas he moves between two separate points when using the thunderbolt attack. He can be damaged by thrown Shells or Yoshi projectiles. After dealing three hits, he will spawn a Power Star. This requires an edit to the galaxy's Scenario file.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the starting index of the vector register cameras.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after it's defeated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path it moves on when throwing Spinys.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ジュゲム突進点1", "Notes": "First point of the line that he moves on when using the thunderbolt attack"}, {"Value": "ジュゲム突進点2", "Notes": "Second point of the line that he moves on when using the thunderbolt attack"}, {"Value": "カメラ基準点", "Notes": "Orientation point that the camera will look at most of the time"}, {"Value": "ボスジュゲムデモ位置", "Notes": "Position of the intro cutscene"}, {"Value": "ボスジュゲムダウンデモ位置", "Notes": "Position of the defeat cutscene"}], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BossJugemPlanetCloud", "Name": "BossJugemPlanetCloud", "Notes": "A set of clouds. If SW_A is triggered, they will turn gray. In this state, they will deal electric damage to the player and compatible enemies. Once the switch is deactivated again, the clouds will disappear.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the clouds turn to gray. If deactivated again, the clouds will disappear.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "BossKameck", "Name": "BossKameck", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BossKameckMoveRail", "Name": "BossKameckMoveRail", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BossStinkBug", "Name": "BossStinkBug", "Notes": "A large bug-like boss that can be damaged by Ground Pounding the weak spot on its back. It needs to be damaged three times. During the first phase, it moves slowly on the ground. After taking the first hit, it starts flying. And in the last phase, its skin turns red, and it will make aggressive turns while it flies. While it flies, it will periodically drop explosive bombs that can hurt the player. After it is defeated, it will spawn a Power Star, which also requires changes to the galaxy's Scenario file.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector and matrix register cameras.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it's defeated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Its main movement path that it flies and walks on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when falling onto the ground.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its bombs can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "BreakableCage", "Name": "BreakableCage", "Notes": "A destroyable obstacle that can be destroyed using Koopa Shells, Yoshi's projectiles or any enemy attack except enemy fire damage. Most of its variants can contain an item. Except for Star Bits and Power Stars, the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. When BreakableCageL gets destroyed, it will always play the \"riddle solved\" jingle.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which the cage rotates. Negative values invert the direction.", "Values": [], "Exclusives": ["BreakableCageRotate"]}, "Obj_arg1": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the rotation will not be affected by gravity.", "Values": [], "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "Obj_arg2": {"Name": "Delay SW_DEAD Activation?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "When enabled, SW_DEAD will be activated immediately instead of having to wait for the breaking animation to finish.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Play Riddle SFX?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will play the \"riddle solved\" jingle when destroyed.", "Values": [], "Exclusives": ["BreakableCage", "BreakableCageRotate"]}, "Obj_arg6": {"Name": "Toad/Luma Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame of the Toad or Luma contained inside the cage.", "Values": [], "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "Obj_arg7": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item that is displayed inside the cage. 5 Star Bits and Power Stars can be spawned directly.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Coin"}, {"Value": "1", "Notes": "Toad"}, {"Value": "2", "Notes": "Sling Star"}, {"Value": "3", "Notes": "Launch Star"}, {"Value": "4", "Notes": "Star Bits"}, {"Value": "5", "Notes": "Luma"}, {"Value": "6", "Notes": "Key"}, {"Value": "7", "Notes": "Power Star"}, {"Value": "8", "Notes": "1-Up Mushroom"}, {"Value": "9", "Notes": "Goomba"}, {"Value": "10", "Notes": "Blue Star Chip"}, {"Value": "11", "Notes": "Yellow Star Chip"}, {"Value": "12", "Notes": "Silver Star"}, {"Value": "13", "Notes": "Grand Star"}, {"Value": "14", "Notes": "Life Mushroom"}], "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after destroying this object.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Registered to be set but never used.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets deactivated after destroying this object.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group several trash piles for use with the Gearmo mini-game.", "Exclusives": ["BreakableTrash"]}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawned after destroying it. Requires Obj_arg7 to be set to 7.", "Exclusives": ["BreakableCage", "BreakableCageRotate", "BreakableCageL", "BreakableCapsuleCage", "BreakableTrash"]}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when it gets destroyed.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "BrightObj", "Name": "BrightObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "BrightSun", "Name": "BrightSun", "Notes": "Draws a bright sun-like sphere in the background that moves with the camera's position. If the player is inside a LensFlareArea, the lens flare effect will be rendered around the sun.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "BringEnemy", "Name": "BringEnemy", "Notes": "This registers and controls the enemies requested by a CareTakerHunter. This object should be linked to a CareTakerHunter object. Otherwise, it's useless on its own. The requested enemies have to be linked to this object. Supported enemies are Kuribo, TogeBegomanLauncher, BegomanLauncher and BegomanBabyLauncher. If a requested enemy is in this object's sensor range, it will notify the linked CareTakerHunter.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Intended for a check whose result is never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated after the request is fulfilled.", "Exclusives": []}}}, {"InternalName": "BumpAppearPlanet", "Name": "BumpAppearPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Bussun", "Name": "Bussun", "Notes": "A dinosaur enemy that moves around on a path. It can be defeated by stomping on its belly. It damages the player upon contact.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Butler", "Name": "Butler", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ButlerExplain", "Name": "ButlerExplain", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ButlerMap", "Name": "ButlerMap", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Butterfly", "Name": "Butterfly", "Notes": "A decorative butterfly. It can spawn a Star Bit when touched with the pointer. If the player is sleeping near a butterfly, it will eventually land on their nose.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the BRK color frame.", "Values": [{"Value": "-1", "Notes": "Orange with purple outline"}, {"Value": "1", "Notes": "Dark red with blue outline"}, {"Value": "2", "Notes": "Red with navy blue outline"}, {"Value": "3", "Notes": "Bright green with yellow outline"}], "Exclusives": []}, "Obj_arg1": {"Name": "Disable Star Bits?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Does not spawn a Star Bit when touched.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "Buzz", "Name": "Buzz", "Notes": "An enemy that moves on a set path. If no path is specified, it will remain in place.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Defines its movement speed. Default is 3.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Cactus", "Name": "Cactus", "Notes": "A simple object that damages the player and compatible objects, such as SandBirdParts objects.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "CameraRepulsiveCylinder", "Name": "CameraRepulsiveCylinder", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CameraRepulsiveSphere", "Name": "CameraRepulsiveSphere", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CancelBeeMorphArea", "Name": "CancelBeeMorphArea", "Notes": "An area that removes the Bee power-up from the player if they are inside this area.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Candlestand", "Name": "Candlestand", "Notes": "A torch with a flame that can burn the player upon contact. Usually, the flame can be put out using a Spin Attack to make an item appear, however, the flame of CandlestandIceVolcano cannot be put out. Said variant may also appear without a flame if it uses SW_A. Instead, the player can use fireballs to light the fire and activate the switch. Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the item to be spawned after putting out the fire.", "Values": [{"Value": "-1", "Notes": "Coin"}, {"Value": "0", "Notes": "Star Bit"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": ["PhantomCandlestand", "TeresaMansionCandlestand"]}, "Obj_arg1": {"Name": "Attach to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will be connected to the collision below. This makes it move along moving objects, for example.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the flame won't appear until Mario shoots a Fire Ball at it. Then, this switch will be activated.", "Exclusives": ["CandlestandIceVolcano"]}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and extinguished by player 2. CandlestandIceVolcano's flame can't be put out, though.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CannonFortressBreakStep", "Name": "CannonFortressBreakStep", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CapsuleCage", "Name": "CapsuleCage", "Notes": "A locked cage that can be opened by activating its SW_B switch. Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after the cage gets opened.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "Play sound effect"}], "Exclusives": []}, "Obj_arg6": {"Name": "Play Star Chance Music?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will play the STM_STAR_CHANCE_3 music once it gets opened.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Use Alternate Model?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Tries to load the model CapsuleCageNoKeyHole if enabled. This model does not exist anymore, though.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after the cage disappears.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If activated, the cage will be opened.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the cage gets opened.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "Caretaker", "Name": "Caretaker", "Notes": "A robotic NPC that can be talked to. It can also quest the player for some specific task and make a Power Star appear using event flows. In order to spawn the Power Star, a properly configured Scenario entry as well as a dialogue with flow nodes need to be set up.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Event Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The special event behavior to be used. Value 2 is broken as he does not carry the actual tool.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Bomb/Fire Flower challenge"}, {"Value": "1", "Notes": "Spawn Power Star"}, {"Value": "2", "Notes": "Spawn Power Star with tool animation"}], "Exclusives": []}, "Obj_arg1": {"Name": "Mini-game Timer for Mario", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How much time the player has during a mini-game. Default is 30. In SMG1, this is only used when playing as Mario.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Mini-game Timer for Luigi", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How much time the player has during a mini-game when playing as Luigi. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Blue"}, {"Value": "3", "Notes": "Yellow"}], "Exclusives": []}, "Obj_arg4": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when talking to it.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "1", "Notes": "Sad, hands and gear move slowly"}, {"Value": "2", "Notes": "Head spins around"}, {"Value": "3", "Notes": "Surprised"}, {"Value": "4", "Notes": "Bouncing gear"}, {"Value": "5", "Notes": "Panicking"}, {"Value": "6", "Notes": "Panicking & damaged"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, the player wins the mini-game after the timer runs out.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated when the mini-game was failed.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group several trash piles for use with the bomb mini-game.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Gets spawned after triggering a special message flow.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Caretaker%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}, {"Value": "1", "Notes": "Kill player"}, {"Value": "2", "Notes": "Replace number variable with Purple Coin count"}, {"Value": "3", "Notes": "Reset scene"}, {"Value": "4", "Notes": "Replace number variable with high score"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes. This can be used only if Obj_arg0 is set to 0!", "Values": [{"Value": "0", "Notes": "Start \"TalkNormal\" animation"}, {"Value": "1", "Notes": "Start \"TalkAngry\" animation"}, {"Value": "2", "Notes": "Start \"TalkCry\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes. If Obj_arg0 is set to 0, only function 0 can be used!", "Values": [{"Value": "0", "Notes": "Has 0 Purple Coins? (Obj_arg0 is not 0) / SW_A activated? (Obj_arg0 is 0)"}, {"Value": "1", "Notes": "Has 1 to 49 Purple Coins?"}, {"Value": "2", "Notes": "Has 50 to 79 Purple Coins?"}, {"Value": "3", "Notes": "Has 80 to 89 Purple Coins?"}, {"Value": "4", "Notes": "Has 90 to 94 Purple Coins?"}, {"Value": "5", "Notes": "Has 95 to 100 Purple Coins?"}, {"Value": "6", "Notes": "Has 100 Purple Coins?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "CareTakerHunter", "Name": "CareTakerHunter", "Notes": "A robotic NPC who quests the player to show him a specific enemy. An instance of BringEnemy has to be linked to it. See BringEnemy to see what enemies are supported and how it's set up. After showing him the requested enemy, he will spawn a Power Star.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star Type", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Enables it to spawn a Power Star if set to 0.", "Values": [{"Value": "-1", "Notes": "Don't spawn Power Star"}, {"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. Default is 0.", "Values": [{"Value": "0", "Notes": "Gold"}, {"Value": "1", "Notes": "Silver"}], "Exclusives": []}, "Obj_arg4": {"Name": "Talk Animation", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The talk animation to use. Default is 0.", "Values": [{"Value": "0", "Notes": "Move arms quickly"}, {"Value": "1", "Notes": "Move arms slowly"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after showing the requested enemy.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses multiple cameras for different actions. 敵集め開始 is used when he requests the player to show him the enemy, 敵集め終了 is used when he holds the enemy above his head, 敵集めスター登場 is used before he spawns the Power Star. The game also registers a camera action under the name スター登場 but this is never used.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is CareTakerHunter%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}, {"Value": "1", "Notes": "Begin request"}, {"Value": "2", "Notes": "Enemy received?"}, {"Value": "10", "Notes": "Give 1-Up (only if not registered Power Star)"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Requested enemy nearby?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "CaveInCube", "Name": "CaveInCube", "Notes": "Periodically spawns collapsing debris that can damage the player upon contact. For each spawn, a random debris model gets loaded. These models are called CaveInPartsBig, CaveInPartsMiddle and CaveInPartsSmall.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Time between spawns in frames.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Debris Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of debris to be generated. Stops generation after the requested amount has appeared. If set to -1, it will keep spawning more debris.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The debris can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "CaveStream", "Name": "CaveStream", "Notes": "An unfinished particles effect that works like EffectObjR500F50. It has a clipping radius of 500 and a far clipping distance of 50. The particle data needs to be specified in AutoEffectList. The UniqueName also matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CelestrialArea", "Name": "CelestrialArea", "Notes": "If the player attempts to exit this area while using the Flying power-up, they will be restricted to move inside the area only. The flying effect will be cancelled when the player reaches the edge of this area.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ChangeAlphaObj", "Name": "ChangeAlphaObj", "Notes": "A generic map object that will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Normal.brk, which is used for the visible state, and Alpha.brk, which is used to make the model fade out of existence.\nIt also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "ChangeBgmCube", "Name": "ChangeBgmCube", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ChangeRoom", "Name": "ChangeRoom", "Notes": "The room where the player can change between Mario and Luigi. Before the player defeats Bowser in Bowser's Galaxy Generator, the object will remain in a deactivated state. After this event, it will become usable. In order to open the door, its SW_A needs to be activated. If it is registered to a cutscene called チェンジルームからスタート, it can use a special nerve action which cause the player to jump out.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Opens the door while the switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "ChimneyEntryObj", "Name": "ChimneyEntryObj", "Notes": "An invisible point that teleports the player to a specified position, just like a Warp Pipe. However, this works in one way only.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ顔惑星煙突出口", "Notes": "Destination point"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when warping.", "Values": [], "Exclusives": []}}}, {"InternalName": "ChooChooTrain", "Name": "ChooChooTrain", "Notes": "A toy train that consists of at least one segment. It moves on a set path, and it randomly creates a whistling sound effect. The individual segments are also affected by gravity, so they will rotate accordingly.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Train Segments", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of train parts except the main car that should be created. Default is 3.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Speed", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The rate at which the train moves. Default is 5.", "Values": [], "Exclusives": []}, "Rail": {"Games": 1, "Needed": true, "Description": "Defines the path that it moves on.", "Exclusives": []}}}, {"InternalName": "Chorobon", "Name": "Chorobon", "Notes": "A black spiky blob-like enemy that remains stationary or moves on a path. It can be defeated by most of the player's attacks. It damages the player upon contact.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Specifies the movement speed. Default is 3.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "CircleCoinGroup", "Name": "CircleCoinGroup", "Notes": "Creates a group of Coins (CircleCoinGroup) or Purple Coins (CirclePurpleCoinGroup) that are arranged in a circle. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be created. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Coins will disappear again. Default is -1, which makes the Coins appear indefinitely.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The distance that specifies how far to spread the Coins from the center. Default is 200.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Calculation", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times and the game takes the shadow range into account when clipping.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to position and rotate the Coin. May also connect the Coins to the collision below in SMG2, although this feature is broken.", "Values": [{"Value": "-1", "Notes": "Rotation & shadow direction affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity & shadow direction affected by gravity"}, {"Value": "1", "Notes": "Attach to collision below & shadow direction not affected by gravity (SMG2 only)"}], "Exclusives": []}, "Obj_arg7": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If true, the Coin will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after collecting all Coins.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Causes all Coins to appear when activated and causes all Coins to disappear when it gets deactivated again.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Coins appear.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If its special action functor gets triggered, all Coins will appear.", "Exclusives": []}}}, {"InternalName": "ClipAreaDropLaser", "Name": "ClipAreaDropLaser", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ClipAreaMovable", "Name": "ClipAreaMovable", "Notes": "An invisible volume that hides parts of compatible objects, for example SimpleClipPartsObj, that are inside the volume. However, this effect requires an instance of FallOutFieldDraw (SMG1) or ClipDrawArea (SMG2) placed in the level in order to function properly.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "ClipDrawArea", "Name": "ClipDrawArea", "Notes": "An area that creates and enables Matter Splatter effects for compatible objects (SimpleClipPartsObj, etc.) when entered by the player. This also creates an instance of FallOutFieldDraw, which is needed to render the clipped objects. The effect will not work if the player is outside a ClipDrawArea. Furthermore, if StarLightReceiver objects, such as PunchingKinoko or BloomFlower, are placed inside this area, special behavior will be enabled for them. See the respective objects for more information.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Display Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how the compatible objects are clipped.", "Values": [{"Value": "-1", "Notes": "Hide portions in ClipArea instances"}, {"Value": "0", "Notes": "Show portions in ClipArea instances"}], "Exclusives": []}, "Obj_arg1": {"Name": "Rim Setting", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Changes the Rim of the effect on models. The table with the values for this is hardcoded. Bulb Yoshi's effect takes priority over this functionality.", "Values": [{"Value": "0", "Notes": "No Rim"}, {"Value": "1", "Notes": "Blue Rim (Default)"}, {"Value": "2", "Notes": "Brown Rim"}, {"Value": "3", "Notes": "Thick Beige Rim"}, {"Value": "4", "Notes": "Thick Pink Rim"}, {"Value": "5", "Notes": "White Rim"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ClipFieldFillDraw", "Name": "ClipFieldFillDraw", "Notes": "A controller that renders Matter Splatter surfaces (ClipArea) with a yellow glowing overlay. However, this effect does not work without a code patch as its rendering is disabled by default.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "ClipFieldMapParts", "Name": "ClipFieldMapParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ClipFieldSwitch", "Name": "ClipFieldSwitch", "Notes": "A controller that toggles its SW_A and SW_B switches depending on whether the player is inside a ClipArea or not.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated if the player is inside a ClipArea and gets deactivated when the player is outside a ClipArea.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets deactivated if the player is inside a ClipArea and gets activated when the player is outside a ClipArea.", "Exclusives": []}}}, {"InternalName": "CloudSea", "Name": "CloudSea", "Notes": "A simple object with a model and collision. Very limited in its functionality compared to other simple map object classes. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "CloudStep", "Name": "CloudStep", "Notes": "A cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. The platform remains stationary or moves on a path.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the platform will move on its path while this switch is active.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "CocoNut", "Name": "CocoNut", "Notes": "A coconut that can be flung into various obstacles and enemies. Once the player collects 9999 Star Bits in a save file, all coconuts will turn into watermelons. It will always reappear at its original position if it's destroyed.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Spherical Shadow?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will use a spherical shadow instead of a cylindrical volume.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Continue Rolling?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will continue rolling while it is colliding with other coconuts.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Reset When Out of View?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will reappear at its original position once it gets out of view.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and fetched by player 2.", "Exclusives": []}}}, {"InternalName": "CoconutTree", "Name": "CoconutTree", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CoconutTreeLeafGroup", "Name": "CoconutTreeLeafGroup", "Notes": "Creates a group of animated palm tree leaves with collision. If the player Ground Pounds one of the leaves, it will swing at a faster rate.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use DemoSimpleCast?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it enables DemoSimpleCast functionality.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. However, this requires Obj_arg0 to be set.", "Exclusives": []}}}, {"InternalName": "CocoSambo", "Name": "CocoSambo", "Notes": "A spiky cactus enemy that damages the player upon contact. It can be stunned using coconuts or the Rainbow power-up. Goombas and Topman enemies can stun it as well. On the other hand, it can stomp Goombas. After stunning it, its vulnerable head remains, which can be destroyed using most of the player's attacks. It can be scaled as well.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Range", "Type": "Float", "Games": 1, "Needed": false, "Description": "The valid range in which it appears from the ground. Default is 1800.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Coin", "Name": "Coin", "Notes": "One of the game's main collectibles. There are two variants: Coins (Coin) and Purple Coins (PurpleCoin). Normal Coins can restore one health point if collected by the player. Purple Coins do not restore health, though. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files. Normal Coins won't appear during Daredevil (Dark) Comets. If they are stored inside a bubble, they will also restore the player's air when underwater. Spins slower when placed underwater.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Shadow Calculation", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times and the game takes the shadow range into account when clipping.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to position and rotate the Coin. May also connect the Coin to the collision below in SMG2.", "Values": [{"Value": "-1", "Notes": "Rotation & shadow direction affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity & shadow direction affected by gravity"}, {"Value": "1", "Notes": "Attach to collision below & shadow direction not affected by gravity (SMG2 only)"}], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow model type.", "Values": [{"Value": "-1", "Notes": "Sphere"}, {"Value": "0", "Notes": "Circle"}, {"Value": "1", "Notes": "Cylinder"}], "Exclusives": []}, "Obj_arg7": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If true, the Coin will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Kills the Coin if this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and collected by player 2.", "Exclusives": []}, "MirrorActor": {"Games": 3, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CoinAppearSpot", "Name": "CoinAppearSpot", "Notes": "A point in space where the requested number of Coins will be spawned after activating its SW_APPEAR switch.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Coins to be spawned. Default is 8.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "CoinBox", "Name": "CoinBox", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CoinLinkGroup", "Name": "CoinLinkGroup", "Notes": "Creates a set of Coins that will appear once this object's SW_APPEAR gets triggered. These Coins will only be collectable for the specified period of time or indefinitely (Obj_arg0). If the player collects all linked Coins in time, they will be rewarded with a 1-Up. The actual Coin objects need to be linked to this object; compatible objects are CircleCoinGroup and RailCoin.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Timer", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the timer during which the Coins will be visible. Coins will appear indefinitely if set to -1. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated if not all Coins have been collected in time.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after collecting all connected Coins.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Causes all Coins to disappear immediately once this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the Coins appear.", "Values": [], "Exclusives": []}}}, {"InternalName": "CoinReplica", "Name": "CoinReplica", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CoinSpot", "Name": "CoinSpot", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CollapsePlane", "Name": "CollapsePlane", "Notes": "A framed platform that will shrink down and disappear after the player stepped on it. Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shrinking Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes for the tile to disappear after being stepped on. Default is 140 frames.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "CollectTico", "Name": "CollectTico", "Notes": "A controller that registers and keeps track of Silver Stars (StrayTico). If the player has collected all Silver Stars, it will spawn a Power Star. This requires an edit to the galaxy's Scenario file. The Silver Stars need to be linked to this object using ParentID (SMG1) / GeneratorID (SMG2).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Combine at Controller's Position?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the Silver Stars will combine at this object's position. Otherwise, they will combine above the player.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after the Silver Stars combine.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Appears after the Silver Stars combine. If this is part of a cutscene, it will appear when the 集めチコスター出現 part gets executed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the individual Silver Stars combine.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Makes the Power Star appear if 集めチコスター出現 action gets triggered.", "Exclusives": []}}}, {"InternalName": "CollisionArea", "Name": "CollisionArea", "Notes": "An invisible collision polygon that is contained inside the area. Only the player can interact with the collision. If not disabled through any means, the collision can be traversed using the Boo power-up. There are several Obj_args that can be used to define how the player interacts with the collision.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Pushing?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the pushing force will be disabled for all surfaces, so that only the jumpable faces (Obj_arg3) can be interacted with.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Prevent Boo Power-Up?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the collision cannot be bypassed using the Boo power-up.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Push Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how far the pushing extents reach from every face. Default is 0, which makes it possible to touch the actual collision.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Active Faces", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "What faces of the collision can be stood on or jumped off. Default is -1, which enables all.", "Values": [{"Value": "1", "Notes": "Right"}, {"Value": "2", "Notes": "Left"}, {"Value": "4", "Notes": "Top"}, {"Value": "8", "Notes": "Bottom"}, {"Value": "16", "Notes": "Front"}, {"Value": "32", "Notes": "Back"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CollisionBlocker", "Name": "CollisionBlocker", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CometFireDanceArea", "Name": "CometFireDanceArea", "Notes": "An area that, when entered, forces the player to run in a straight line. The player will jump as high as the third jump of a Triple Jump.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CometHopperArea", "Name": "CometHopperArea", "Notes": "An area that, when entered, forces the player to use the Spring power-up. The player won't be able to get rid of it until they leave the area again.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CometNoSpinArea", "Name": "CometNoSpinArea", "Notes": "An area that, when entered, prevents the player from using the Spin Attack. The player won't be able to get rid of it until they leave the area again.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CometRainbowArea", "Name": "CometRainbowArea", "Notes": "An area that, when entered, forces the player to use the Invincibility power-up. The player won't be able to get rid of it until they leave the area again.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CompleteEndingDemoObj", "Name": "CompleteEndingDemoObj", "Notes": "Creates and registers several objects that appear during the ending cutscene in the Comet Observatory's library. The individual models that it creates are RosettaReading, RosettaChair, TicoBaby and MarioCap or LuigiCap. The object needs to appear through a cutscene action.", "Games": 2, "Progress": 2, "Parameters": {"NamePos": {"Games": 2, "Needed": true, "Description": "コンプリートエンディングデモ基準点 marks the reference point for the objects.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "The cutscene that it belongs to. Expected to be called コンプリートエンディング. It has a cutscene nerve action which makes all objects appear.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text dialogue's label formats is DemoEpilog%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "ConstructionLight", "Name": "ConstructionLight", "Notes": "A destroyable light post that spawns three Star Bits when destroyed. This can be done by using a Spin Attack, the Spin Drill, the Rock power-up or by shooting a Star Bit at it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Coin?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will spawn a single Coin when destroyed.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "CountFlower", "Name": "CountFlower", "Notes": "Creates and registers plant objects (PlantA, PlantB, PlantC, PlantD) and activates a switch once all the plant objects have appeared. The individual plant objects have to be linked to this object. If the object is called CountFlowerPowerStar, it can also spawn a Power Star once all plants have appeared and its SW_B got activated. This requires edits to the galaxy's Scenario file.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after all plants have appeared.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Needs to be activated after collecting all flowers in order to make the Power Star spawn.", "Exclusives": ["CountFlowerPowerStar"]}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "", "Exclusives": ["CountFlowerPowerStar"]}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Creeper", "Name": "Creeper", "Notes": "A large, usually curved, flower that the player can swing along by shaking the Wiimote. Once the player reaches the end of the flower, it will cause them to jump off. The speed and bending are configurable.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Normal Bending Factor", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how much the plant bends when grabbed by the player. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Horizontal Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies the horizontal flinging speed. Default is 25.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies the vertical flinging speed. Default is 40.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Bee Bending Factor", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how much the plant bends when grabbed with the Bee power-up. Default is -1 which causes Obj_arg0 to be used instead.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Lays out the flower's stem that can be climbed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when touching or climbing the flower.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CrescentSeesawPlanet", "Name": "CrescentSeesawPlanet", "Notes": "An object with a model and collision that tilts towards the side that the player stands on.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "CrystalCage", "Name": "CrystalCage", "Notes": "A destroyable crystal that can contain a variety of different items. Except for Coins, Star Bits and Power Stars (SMG2 only), the items are only cosmetic. If the item is set to Power Star, the object also requires a proper setup in the galaxy's Scenario file. The crystal can be destroyed with most of the player's attacks as well as all enemy attacks. If a crystal object is placed inside a PlaneCollisionCube area, it will always load the CrystalCage2D model instead.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Hide Remains?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the crystals that remain after destroying it will be hidden.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Play Riddle SFX?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, it will play the \"riddle solved\" jingle when destroyed.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Use Binder?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Enables collision binding if set.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "SW_A Disappear?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will simply disappear if SW_A gets activated while it is out of view.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Is Falling?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Determines if the crystal falls when it spawns via SW_APPEAR.", "Values": [], "Exclusives": ["CrystalCageS"]}, "Obj_arg6": {"Name": "Toad/Luma Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame of the Toad or Luma contained inside the cage.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item that is displayed inside the cage. 1 Coin, 5 Star Bits and Power Stars can be spawned directly. It will play special sound effects if it contains a Toad or a Luma.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Coin"}, {"Value": "1", "Notes": "Toad"}, {"Value": "2", "Notes": "Sling Star"}, {"Value": "3", "Notes": "Launch Star"}, {"Value": "4", "Notes": "Star Bits"}, {"Value": "5", "Notes": "Luma"}, {"Value": "6", "Notes": "Key"}, {"Value": "7", "Notes": "Power Star"}, {"Value": "8", "Notes": "1-Up Mushroom"}, {"Value": "9", "Notes": "Goomba"}, {"Value": "10", "Notes": "Blue Star Chip"}, {"Value": "11", "Notes": "Yellow Star Chip"}, {"Value": "12", "Notes": "Silver Star"}, {"Value": "13", "Notes": "Grand Star"}, {"Value": "14", "Notes": "Life Mushroom"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated once it is destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Forces the Crystal to be destroyed once this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers crystals of the same object type, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["CrystalCageS"]}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after destroying it. Requires Obj_arg7 to be set to 7.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "CrystalCageL", "Name": "CrystalCageL", "Notes": "A large crystal with a Power Star trapped inside that requires two hits with a Spin Attack to be destroyed. The Power Star spawns once the crystal gets destroyed. This requires an edit to the galaxy's Scenario file.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 will look for the first scenario entry.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated once it is destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers crystals of the same object type, but the group is never used for anything.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Appears after it gets destroyed.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "CrystalCageMoving", "Name": "CrystalCageMoving", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "CrystalCageOpa", "Name": "CrystalCageOpa", "Notes": "An opaque crystal that can be destroyed with a Spin Attack, Yoshi's projectiles, the Spin Drill, a Koopa Shell as well as any enemy attack. It may reward the player with some items. Loads a separate model for the breaking animation.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Play \"Move\" Animation?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Plays an animation called Move if enabled. No actual object of this class has such animations, so it's never used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The game reads this value but never uses it. This is only read if Obj_arg0 is set.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what kind of item to spawn after destroying it.", "Values": [{"Value": "-1", "Notes": "Star Bits"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "Coin"}], "Exclusives": []}, "Obj_arg3": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Star Bits to spawn after destroying it. Obj_arg2 has to be set to -1. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Hide Broken Pieces?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the remaining broken pieces will be hidden.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying it.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "CrystalSwitch", "Name": "CrystalSwitch", "Notes": "An unfinished crystal-like switch that can be hit using most of the player's attacks. Once hit, it will start spinning, and it will activate its SW_A switch.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Activation Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How long it will rotate and keep the switch activated when hit. Useless in SMG1 due to unfinished coding.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after hitting the switch.", "Exclusives": []}}}, {"InternalName": "CubeCameraArea", "Name": "CubeCameraArea", "Notes": "An area that changes the current camera once the player enters this area. The actual camera parameters are specified in the zone's CameraParam.bcam. The corresponding camera ID label is generated using the format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. The camera can be restricted to take effect only under different circumstances (Obj_arg3).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what camera setup to use after entering this area.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Priority", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The camera area with the highest priority and requested categories will take effect.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Affected Contexts", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "Contexts that are affected by camera changes through this area. In SMG2, these values can be combined by adding the values together. If set to 0, the game will set this value to 1. In SMG1, this setting is much more complicated: The lower four bits can be used to specify a single category (0 = Normal, 1 = Underwater, ...). These bits will be ignored if bit 4 or higher is set. These upper bits then correspond to bit field values (16 = Normal, 32 = Underwater, ...).", "Values": [{"Value": "-1", "Notes": "All"}, {"Value": "1", "Notes": "Normal camera"}, {"Value": "2", "Notes": "Underwater camera"}, {"Value": "4", "Notes": "Water surface camera"}, {"Value": "8", "Notes": "Pull Star camera"}, {"Value": "16", "Notes": "Flying camera"}, {"Value": "32", "Notes": "Yoshi camera (SMG2 only)"}, {"Value": "64", "Notes": "Bulb Yoshi camera (SMG2 only)"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the camera will be enabled if this switch is enabled. If it's not activated, it won't disable the camera.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used and activated, the camera won't be enabled.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CumulativeTimerSwitchArea", "Name": "CumulativeTimerSwitchArea", "Notes": "An area that activates its SW_A switch if the player has spent the total requested number of time frames inside this area. It only functions if the player is Mario and the selected scenario is not a Green Star.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Counter", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required number of time frames to spend inside this area.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the required amount of time inside this area has passed.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CymbalsStep", "Name": "CymbalsStep", "Notes": "A set of cymbal platforms with separate collision meshes. The top one can be moved like a seesaw platform. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.\n\n", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 3, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane (SMG2 only)"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 3, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 3, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after Ground Pounding the top.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "DanceFlower", "Name": "DanceFlower", "Notes": "A flower-like enemy that moves around in a twirling motion. They attack by turning into a flower that spins around rapidly. If no path is assigned, it will only spin in place. It can be defeated by all player attacks.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "DarkMatterArea", "Name": "DarkMatterArea", "Notes": "An area that will make compatible objects disintegrate and die immediately when entered. Compatible objects are the player itself, Metbo and Karon.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DarknessRoomDoor", "Name": "DarknessRoomDoor", "Notes": "A pair of closed doors that can be opened by activating SW_B. Unlike other variants, its collision can be enabled or disabled if desired.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Collision Mode?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set and SW_A is active, it will synchronize the collision's validity with the switch's state.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If Obj_arg0 is set and this switch is used, it will keep the collision validated as long as this switch is active.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Makes the doors open once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. The doors open if the 扉開く cutscene part gets executed.", "Exclusives": []}}}, {"InternalName": "DashChargeArea", "Name": "DashChargeArea", "Notes": "An area that causes the player to turn yellow and run significantly faster when entered. This effect remains active while the player is inside the area and slowly wears out when leaving the area again. This is very similar to the boost gained at the start of a Cosmic Race.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DashFruit", "Name": "DashFruit", "Notes": "A red pepper that, when eaten, transforms Yoshi into Dash Yoshi. Can be temporarily destroyed using Koopa Shells or Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "DashRing", "Name": "DashRing", "Notes": "A red ring that causes the player to gain a short speed boost when entered while swimming or flying with the Flying power-up.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Boost Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames for how long the boost will be active. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes to reach the maximum boost. Default is 120.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Speed Boost", "Type": "Float", "Games": 3, "Needed": false, "Description": "Speed boost multiplied by 100. Default is 250.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Turn to Player?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the ring will always rotate towards the player.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how shadows are used.", "Values": [{"Value": "-1", "Notes": "Use shadows"}, {"Value": "0", "Notes": "Invalidate shadows"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "DeadLeaves", "Name": "DeadLeaves", "Notes": "A pile of decorative leaves. If the player uses the Spin Attack on it, it can make some items appear.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The item to be spawned after spinning near it.", "Values": [{"Value": "-1", "Notes": "No item"}, {"Value": "0", "Notes": "1 Coin"}, {"Value": "1", "Notes": "3 Star Bits"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "DeathArea", "Name": "DeathArea", "Notes": "An area that can kill the player and compatible objects when entered.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Death Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what objects this area affects. Default is 0.", "Values": [{"Value": "0", "Notes": "Kill player and compatible objects"}, {"Value": "1", "Notes": "Kill compatible objects except player"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the area takes effect only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DemoCastSubGroup", "Name": "DemoCastSubGroup", "Notes": "A controller that sets up a separate cast of cutscene objects for use with a superordinate cutscene. This is used to connect a cutscene that is spread across zones. TimeSheetName refers to the set of cutscene config files to be used and DemoName is the proper identifier name for the cutscene. DemoName should match the cutscene's identifier that it belongs to. The actual setup specifications for the individual sheet files will be included on the Luma's Workshop Wiki. Individual objects can be registered by setting their DemoGroupId to this object's l_id.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "DemoEndStartPosCameraSetter", "Name": "DemoEndStartPosCameraSetter", "Notes": "This controls and registers several special cutscenes for when the player returns to the Starship Mario. The following cutscenes will be registered: ファイルセレクトからの開始 for starting from the file select, ノーマルエンディング後デモ for the normal ending, スター120個エンディング後デモ for collecting all 120 normal Power Stars, ワールドマップからの開始 for returning from a World Map, スター1個目直後のゲームスタート for collecting the first Power Star in Sky Station Galaxy and ゲームオーバー後のデモ for restarting after a Game Over.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "DemoExecutor", "Name": "DemoExecutor", "Notes": "A controller that sets up and controls a cutscene. TimeSheetName refers to the set of cutscene config files to be used and DemoName is the proper identifier name for the cutscene. The actual setup specifications for the individual sheet files will be included on the Luma's Workshop Wiki. Most objects can be registered to an individual cutscene by setting their DemoGroupId to the cutscene controller's l_id.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after the cutscene ends.", "Exclusives": []}}}, {"InternalName": "DemoKoopaJrShip", "Name": "DemoKoopaJrShip", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DemoPlayerForbidUpdateArea", "Name": "DemoPlayerForbidUpdateArea", "Notes": "An area that prevents several player components from updating while a cutscene is active. These components include reacting to Onimasu movement, several collision interactions, getting damaged by Karikari, sliding, AreaMove speed up as well as moving object speed up, warping and many more.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DemoRabbit", "Name": "DemoRabbit", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DemoTitleAnim", "Name": "DemoTitleAnim", "Notes": "This creates and controls the animated title screen sequence where Mario, Yoshi and the Orange Luma appear on-screen. The different objects and models are defined in a file called EntryActorList. Additional animation cameras (CANM) are used for the actual camera movement. The object itself does nothing when placed in a level and is actually controlled by the FileSelector controller.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "DepthOfFieldArea", "Name": "DepthOfFieldArea", "Notes": "An area that applies a blurry effect to the screen when entered by the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Synchronize with Player?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to enable the blurry effect based on special triggers, such as being controlled by bosses.", "Values": [{"Value": "-1", "Notes": "False"}, {"Value": "1", "Notes": "True"}], "Exclusives": []}, "Obj_arg1": {"Name": "Intensity", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Valid range is 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Max Blur Distance", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The maximum blur distance range. Default is 10000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Min Blur Distance", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The minimum blur distance range. Default is 8200.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Gradient Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what parts of the view should be blurred.", "Values": [{"Value": "-1", "Notes": "Background"}, {"Value": "1", "Notes": "Foreground"}, {"Value": "2", "Notes": "Background & foreground"}, {"Value": "3", "Notes": "Middleground"}, {"Value": "4", "Notes": "Background and weak skybox"}, {"Value": "5", "Notes": "Background and strong skybox"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DesertLandMoveSwitch", "Name": "DesertLandMoveSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DesertMovingLand", "Name": "DesertMovingLand", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DharmaSambo", "Name": "DharmaSambo", "Notes": "A red cactus enemy that consists of four body parts, including the head. It can be defeated by hitting its head with a Spin Attack or by stomping it. The individual body parts can be destroyed with a Spin Attack. It usually moves away from the player, but it will try to fling its head on the player to damage them. It always drops six Star Bits when defeated.", "Games": 1, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 1, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "DinoPackunBaby", "Name": "DinoPackunBaby", "Notes": "A Piranha Plant boss that resides inside its small egg before the battle starts. The player has to destroy its eggshell to reveal its large weak point. It can be damaged using Ground Pounds and Spin Attacks. Ground Pounding the shell from above will remove the entire shell at once. When its shell has been removed, it will run around in panic. The player has to repeat this procedure again to defeat it. It always damages the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": true, "Description": "Activated only while its shell has been fully destroyed. Otherwise, it gets deactivated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ベビーディノパックンデモ位置", "Notes": "Position during cutscenes"}, {"Value": "プレイヤーデモ位置(ベビーディノパックン戦)", "Notes": "Player's position during cutscenes"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses the camera with the suffix 戦闘開始のうろつき at the start of the boss fight after it hatched.", "Values": [], "Exclusives": []}}}, {"InternalName": "DinoPackunVs1", "Name": "DinoPackunVs1", "Notes": "A large Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when hitting its tail.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "DinoPackunVs2", "Name": "DinoPackunVs2", "Notes": "A large flaming Piranha Plant boss. Before the battle, it remains inside its shell. In order to defeat it, the player has to fling its tail ball with a Spin Attack four times. It always damages the player upon contact. However, the large tail ball does not hurt the player unless it's burning. It will sporadically shoot fireballs during the last phase and create fiery trails that burn the player upon contact. It will always spawn a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when hitting its tail.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Its trailing fire can be targeted and removed by player 2.", "Exclusives": []}}}, {"InternalName": "Dodoryu", "Name": "Dodoryu", "Notes": "A large mole boss. In SMG1, he chases a Star Bunny before the actual battle begins. He attacks the player upon contact. The player needs to damage him three times to defeat him. It also creates trails of dirt when it moves around. He is usually underground but can be stunned using a Ground Pound when his head is above the ground. This gives the player a chance to attack him. In SMG1, it always spawns a Power Star and uses text for the Star Bunny it chases.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated when it starts looking for a new position and gets deactivated after it found a new position. Activated by default.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the path that it moves on before the battle begins.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 3, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ再セット1", "Notes": "Player's position after the intro cutscene"}, {"Value": "マリオ再セット", "Notes": "Player's position after hitting him"}, {"Value": "ドドリュウ再セット", "Notes": "His position after hitting him"}], "Exclusives": []}, "Message": {"Games": 1, "Needed": true, "Description": "The rabbit's text dialogue's label format is DodoryuRabbit%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "DodoryuClosedArea", "Name": "DodoryuClosedArea", "Notes": "An area that prevents Major Burrows (Dodoryu) from entering it when he moves around.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Dossun", "Name": "Dossun", "Notes": "A large stone block enemy that raises up in the air and crushes down again after a set amount of time. This defeats the player and some compatible objects immediately. If used during a Double Time Comet, it will always move at a faster and fixed speed.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves up. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Risen Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it remains above its original position before it falls down again. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow volume.", "Values": [{"Value": "-1", "Notes": "Use shadow & shake shadow before falling"}, {"Value": "0", "Notes": "Use shadow & don't shake shadow"}, {"Value": "1", "Notes": "No shadow"}], "Exclusives": []}, "Obj_arg3": {"Name": "Scene Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the scene execution order for this object.", "Values": [{"Value": "-1", "Notes": "CollisionEnemyNoShadowedMapObjStrongLight"}, {"Value": "0", "Notes": "CollisionEnemyStrongLight"}], "Exclusives": []}, "Obj_arg4": {"Name": "Ground Wait Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it remains on the ground before moving up again. Default is 120.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will remain in the air. If this switch gets activated, it will fall down.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "DragonHeadFlower", "Name": "DragonHeadFlower", "Notes": "If the player is in front of this enemy while riding a Star Ball, it will eat the Star Ball and launch it along its assigned path.", "Games": 1, "Progress": 2, "Parameters": {"Rail": {"Games": 1, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}}}, {"InternalName": "Dreamer", "Name": "Dreamer", "Notes": "A green TV that displays the player's screen. It can be used to replay some pre-recorded inputs after talking to it which is usually used to teach the player some gameplay elements. The object will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "PAD File & Spawn ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The index of the Galaxy's Dreamer%d.pad file to use, where %d is this argument's value. This also specifies the spawn point for the player.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Required Deaths", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of deaths required in the currently selected mission for it to appear. Default is -1 which means it requires SW_APPEAR to appear.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label formats are Dreamer%03d and DreamerEnd%03d, where %03d is the text message ID. If set to -1, the dialogue from SceneCommonMessage will be used if present.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Make idle"}, {"Value": "1", "Notes": "Start simulation"}], "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "DreamerDeadCountArea", "Name": "DreamerDeadCountArea", "Notes": "Counts the player's deaths that occur inside this area and stores them in the save data for the currently selected galaxy mission. This number is used to control the appearance of a Tip Network (Dreamer) or a Cosmic Spirit (SuperDreamer).", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DriftWood", "Name": "DriftWood", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "DrillBullet", "Name": "DrillBullet", "Notes": "A drill-like enemy that moves along a set path. It damages the player upon contact. It can be defeated by stomping, drilling or Ground Pounding it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how it moves along the path.", "Values": [{"Value": "-1", "Notes": "Negated gravity is up"}, {"Value": "0", "Notes": "Always turn to path's front direction"}], "Exclusives": []}, "Point_arg0": {"Name": "Wall Drill Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the wall drilling action to perform at this point.", "Values": [{"Value": "-1", "Notes": "Normal movement"}, {"Value": "0", "Notes": "Dig into wall"}, {"Value": "1", "Notes": "Dig out of wall"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "DrillHoleHiddenArea", "Name": "DrillHoleHiddenArea", "Notes": "Usually, the Spin Drill creates decorative holes in the ground when using it. However, this area prevents this from happening.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DrumTrampoline", "Name": "DrumTrampoline", "Notes": "A generic map object with a model and collision. It starts the Bound animation when stomped or Ground Pounded. The actual bouncing needs to be specified using floor collision codes. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btk) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "EarthenPipe", "Name": "EarthenPipe", "Notes": "A Warp Pipe that can transport the player to another Warp Pipe instance. However, it also supports various other modes and functions unrelated to transportation. Warp Pipes that are placed in WhiteSnowGalaxy have a hard-coded clipping range of 1000. DemoSimpleCast will be enabled for the stream model if the object has a proper cutscene setup.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Horizontal Exit Force", "Type": "Float", "Games": 3, "Needed": false, "Description": "The force to push the player forwards when exiting the pipe. Default 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Vertical Exit Force", "Type": "Float", "Games": 3, "Needed": false, "Description": "The force to push the player upwards when exiting the pipe. Default 25.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The pipe's behavior after being entered.", "Values": [{"Value": "-1", "Notes": "Entrance and exit"}, {"Value": "1", "Notes": "Exit only"}, {"Value": "2", "Notes": "Hidden until first exited"}, {"Value": "3", "Notes": "Eject without warping"}, {"Value": "4", "Notes": "Eject without warping and spawns Coins"}, {"Value": "5", "Notes": "Eject without warping and spawns Star Bits"}], "Exclusives": []}, "Obj_arg3": {"Name": "Connection ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Set two pipes to have the same number to link them together.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Music Change", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Index of the music to change to once the pipe is left.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Music State", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The state of the music that plays after exiting the pipe.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the rotation of the pipe will not be affected by gravity.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The animation frame to use as the pipe's color.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Orange"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the pipe can't be entered while this switch is deactivated. EarthenPipeInWater won't show its water vortex until this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "This switch activates when Mario exits the pipe.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used only when exiting.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc. This only works if the current galaxy is called HeavensDoorGalaxy.", "Exclusives": []}}}, {"InternalName": "EffectArea", "Name": "EffectArea", "Notes": "An area in which most of the player's dust cloud particles can be replaced with yellow flower petals. ", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Change Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the particles are adjusted", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "1", "Notes": "Flower petals (Obj_arg0 has to be set to 0)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Particles Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The type of particles to use.", "Values": [{"Value": "-1", "Notes": "Dust clouds"}, {"Value": "0", "Notes": "Flower petals (requires Obj_arg0 = 1)"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "EffectObj10x10x10SyncClipping", "Name": "EffectObj10x10x10SyncClipping", "Notes": "A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 580, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObj20x20x10SyncClipping", "Name": "EffectObj20x20x10SyncClipping", "Notes": "A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObj50x50x10SyncClipping", "Name": "EffectObj50x50x10SyncClipping", "Notes": "A generic particles effect with a clipping radius of 2500 units and a far clipping distance of 50 meters. Furthermore, its clipping center is at (0, 200, 0). The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjGravityDust", "Name": "EffectObjGravityDust", "Notes": "A special particles effect object whose rotation is affected by the gravity it is placed in.", "Games": 1, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjR1000F50", "Name": "EffectObjR1000F50", "Notes": "A generic particles effect with a clipping radius of 1000 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjR100F50SyncClipping", "Name": "EffectObjR100F50SyncClipping", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "EffectObjR1500F400", "Name": "EffectObjR1500F400", "Notes": "A generic particles effect with a clipping radius of 1500 units and a far clipping distance of 400 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "EffectObjR500F50", "Name": "EffectObjR500F50", "Notes": "A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invert Cutscene Function?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object will stop functioning if the cutscene action gets triggered.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ElectricBall", "Name": "ElectricBall", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ElectricPressure", "Name": "ElectricPressure", "Notes": "A yellow nozzle that shoots electrical charge balls that home on to the player. Touching those balls will cause electrical damage to the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Launch Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between shooting individual balls. Default is 90.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Fly Higher?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will home on to a higher point on the player's model.", "Values": [], "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, it will only be able to shoot balls while this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The balls of electricity can be removed by player 2.", "Exclusives": []}}}, {"InternalName": "ElectricRail", "Name": "ElectricRail", "Notes": "An electric barrier that damages the player and compatible objects when touching the electricity or one of the points. The shape is defined by a path. It cannot be destroyed without special triggers.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Stack Height", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of individual fences that make up the height. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The shadow drop length. Uses Obj_arg2 if that value is bigger.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The shadow drop length. Uses Obj_arg1 if this value is smaller.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Model Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what model and color frame to use. Default is 0.", "Values": [{"Value": "0", "Notes": "Green ElectricRail"}, {"Value": "1", "Notes": "Red ElectricRail"}, {"Value": "2", "Notes": "Green ElectricRailMoving"}, {"Value": "3", "Notes": "Red ElectricRailMoving"}], "Exclusives": []}, "Obj_arg4": {"Name": "Calculate Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow's drop direction will match the object's gravity vector, and it will recalculate gravity when necessary.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Bowser Statue Beam?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use a different sound effect intended to be used with KoopaStatueVomit.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Don't Create Point?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, no electric point will be created at this path point.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, the fence will disappear. The green connector points still remain, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the shape and points. Each path point becomes a green point.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action makes it disappear.", "Exclusives": []}}}, {"InternalName": "ElectricRail2Point", "Name": "ElectricRail2Point", "Notes": "An electric barrier consisting of only two points that damages the player and compatible objects when touching the electricity or one of the points. Each point has a separate path to move on. The points are connected by the actual electric barrier. There has to be one RailObj instance for each of the two points which have to be linked to this object.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for each point to reach the end of their path. Default is 60.", "Values": [], "Exclusives": []}, "RailObj_arg0": {"Name": "Doesn't Move?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the point will not move on the path at all.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "ElectricRailMoving", "Name": "ElectricRailMoving", "Notes": "An electric barrier that moves on a path. It damages the player and compatible objects when touching the electricity or one of the points. The path defines its shape, and it can be split into several smaller segments which also creates some gaps. It cannot be destroyed without special triggers.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Segments", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many segments the fence will have. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Segment Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The length of an individual fence segment.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Stack Height", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of individual fences that make up the height. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Model Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what model and color frame to use. Default is 0.", "Values": [{"Value": "0", "Notes": "Green ElectricRailMoving"}, {"Value": "1", "Notes": "Red ElectricRailMoving"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, the fence will disappear. The green connector points still remain, though.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the shape and points. Each path point becomes a green point.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "EnforceJumpArea", "Name": "EnforceJumpArea", "Notes": "Normally, when the player jumps off moving collision, he will gain some extra speed depending on the collision's movement direction. This area restricts the speed at which the player is pushed into the moving direction to a fixed value.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ExterminationChecker", "Name": "ExterminationChecker", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ExterminationCheckerWoodBox", "Name": "ExterminationCheckerWoodBox", "Notes": "A controller that creates and registers several linked wood crates. Individual crates have to be linked to this object. It activates a switch if all crates have been destroyed.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated if all crates have been destroyed during the time limit.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": true, "Description": "If activated, all destroyed crates will reappear and the switches will be deactivated again.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ExterminationSwitch", "Name": "ExterminationSwitch", "Notes": "A controller that activates a switch once all linked and compatible objects have been killed. Individual objects have be linked to this object. ExterminationPowerStar spawns a Power Star after killing all objects. It also uses a counter layout to keep track of killed objects.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The Power Star's ID that should be spawned. If set to -1, it will automatically detect the proper Power Star to be spawned.", "Values": [], "Exclusives": ["ExterminationPowerStar"]}, "Obj_arg1": {"Name": "Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until the switch gets activated. Default is 0.", "Values": [], "Exclusives": ["ExterminationSwitch"]}, "Obj_arg2": {"Name": "Hide Counter?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the counter layout will be hidden.", "Values": [], "Exclusives": ["ExterminationPowerStar"]}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated after killing all linked objects.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Appears after killing all linked objects.", "Exclusives": ["ExterminationPowerStar"]}}}, {"InternalName": "ExtraWallCheckArea", "Name": "ExtraWallCheckArea", "Notes": "An area which, when entered, casts a soft circular shadow onto the surface perpendicular to the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Valid range until the shadow fades out.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "EyeBeamer", "Name": "EyeBeamer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FallDownBridge", "Name": "FallDownBridge", "Notes": "A bridge that collapses when hit using the Star Ball, the Rolling Rock power-up or the Rainbow power-up.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when knocking over the bridge.", "Exclusives": []}}}, {"InternalName": "FallDownWall", "Name": "FallDownWall", "Notes": "A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it emits its MoveStart particles. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "FallingSmallRock", "Name": "FallingSmallRock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FallOutFieldDraw", "Name": "FallOutFieldDraw", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FallsArea", "Name": "FallsArea", "Notes": "An area that makes waterfall splash effects appear around the player when entered.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "FileSelector", "Name": "FileSelector", "Notes": "A controller which sets up the entire title logo and file select sequence when placed in a level. In SMG2, it can also create any object linked to it to control their appearance.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the selectable user files appear on the screen.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "FireBar", "Name": "FireBar", "Notes": "A Used Block that connects several sticks of fireballs that burn the player and other compatible objects upon contact. The fireball sticks rotate around the Used Block at the same rate.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fireballs per Stick", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of fireballs per stick. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "How fast the individual sticks rotate. Default is -1.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 100. Overwrites Obj_arg6.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how to rotate the shadow.", "Values": [{"Value": "-1", "Notes": "Shadow drops below"}, {"Value": "0", "Notes": "Shadow drops above"}], "Exclusives": []}, "Obj_arg5": {"Name": "Stick Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The distance from the core at which the sticks will be placed. Default is 140.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Stick Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Fire Ball sticks to be created. Default is 1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If any of the Fire Bars in this group gets frozen by the Orange Luma, all of them will stop moving as well.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The fireballs can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FireBubble", "Name": "FireBubble", "Notes": "A blue fireball enemy that burns the player upon contact. It can be defeated by shooting a Star Bit at it. It drops a single Coin when defeated.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FirePressure", "Name": "FirePressure", "Notes": "A red cannon that periodically shoots fireballs that damage the player and other compatible objects upon contact. It cannot be destroyed through any means. It is also possible to make the fireballs follow the player. Furthermore, the cannon can be set to rotate towards the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Cannon Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rotation of the cannon in degrees. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames before it starts shooting again. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ball Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The movement speed of an individual fireball. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shot Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object shoots fireballs. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Fixed rotation"}, {"Value": "2", "Notes": "Fireballs follow the player"}, {"Value": "3", "Notes": "Rotate towards the player"}], "Exclusives": []}, "Obj_arg7": {"Name": "Disable Collision Destruction?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the fireball won't be destroyed when it collides with collision.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the cannon will be rotated into its shooting position once this switch gets activated. It will be able to shoot fireballs in this state. Once the switch deactivates again, it enters its resting position again.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, it will only be able to shoot fireballs while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups several other FirePressure instances. The one with the longest wait time becomes the \"group leader\". All instances will start shooting a fireball once the group leader is ready.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The fireballs can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FirePressureRadiate", "Name": "FirePressureRadiate", "Notes": "A red cannon that periodically shoots a long burning flame that damages the player and compatible enemies upon contact. It cannot be destroyed through any means.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Cannon Rotation", "Type": "Float", "Games": 1, "Needed": false, "Description": "The rotation of the cannon in degrees. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Wait Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames before it starts shooting again. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shoot Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How long it will shoot its flame in frames. Default is 300.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only be able to shoot its flame while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 1, "Needed": false, "Description": "Groups several other FirePressureRadiate instances. The one with the longest wait time becomes the \"group leader\". All instances will start shooting its flame once the group leader is ready.", "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action makes it stop shooting its flame.", "Exclusives": []}}}, {"InternalName": "FireRing", "Name": "FireRing", "Notes": "Creates a ring of evenly divided rotating fireballs that damage the player upon contact. The fireballs cannot be destroyed.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to place the individual fireballs from the object's center. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rotation Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the individual fireballs rotate. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Balls Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many fireballs the ring consists of. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Small Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The smaller radius used to place the fireballs. This has to be smaller Obj_arg0 or else the scaling won't work. Default value matches Obj_arg0.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Scaling Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for the ring to interpolate between the two radii. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow is Down?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the shadow drop direction is the negated up vector of an individual fireball. By default, the shadow drops into the gravity's direction.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the fireballs will be close to each other and won't move until this switch gets activated once.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "FishGroup", "Name": "FishGroup", "Notes": "A group of several decorative fish. All fish will move along the specified path. The number of fish to be spawned can be specified as well. The fish will try to escape from the player if they are nearby.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Fish", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of fish in the group. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Escape Spin Attack?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the fish will escape from the player when using a Spin Attack nearby.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Enable Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the fish will adjust to gravity.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the fish move on.", "Exclusives": []}}}, {"InternalName": "Flag", "Name": "Flag", "Notes": "A decorative flag that waves in the wind. FlagPeachCastleC and FlagSurfing will slowly turn transparent the closer the player gets to them.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Pole Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The length of the optional and decorative pole that the flag gets attached to. Default is 0.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Furthermore, the object will not appear initially.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "FlameGun", "Name": "FlameGun", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FlexibleSphere", "Name": "FlexibleSphere", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "FlipPanel", "Name": "FlipPanel", "Notes": "A large panel that can be pressed by stepping on it. It has to be grouped with a FlipPanelObserver in order to activate a switch or to spawn a Power Star. Stepping on it again will revert it into its original state. However, once all grouped panels have been activated, they cannot be pressed again.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "The group of panels and their controller. The limit of objects is 32 in SMG1 and 128 in SMG2.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "FlipPanelObserver", "Name": "FlipPanelObserver", "Notes": "A controller for Flipswitch panels. Individual panels have to be grouped to this object using GroupId. Once all panels have been pressed, this controller will activate a switch, spawn a Power Star or both. A total of 32 objects can be grouped in SMG1 whereas the limit is 128 in SMG2.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Completion Cutscene Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the game will be interrupted after activating all panels. One additional second will be added by the game.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. 0 will look for the first scenario entry. -1 does not register a Power Star.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after activating all grouped panels.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "The group of panels and their controller. The limit of objects is 32 in SMG1 and 128 in SMG2.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Gets spawned after pressing all panels.", "Exclusives": []}}}, {"InternalName": "FlowerBlossomRellayPlanet", "Name": "FlowerBlossomRellayPlanet", "Notes": "A special planet with a model and collision that activates a switch after executing a short cutscene. In order to start the cutscene, another switch needs to be activated first.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the blooming cutscene.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, it will start the blooming cutscene.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "FlowerMimic", "Name": "FlowerMimic", "Notes": "A large flower that tries to eat the player if they step onto it. It cannot be destroyed through any means. When the plant is closed, the player can bounce off of it. If placed inside a PlaneModeCube, all shadows will be disabled.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Fluff", "Name": "Fluff", "Notes": "A large flower that the player can glide with by grabbing it. It gets pushed by wind streams (FluffWind).", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when the player rides this specific Fluff Flower. Gets deactivated again if the player does not ride it anymore.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve causes it to grow from the ground.", "Exclusives": []}}}, {"InternalName": "FluffWind", "Name": "FluffWind", "Notes": "A wind stream whose shape and direction can be specified by a path. The wind pushes the player while riding a Floaty Fluff as well as cloud platforms created by the Cloud power-up.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Causes the wind stream to disappear once the switch gets enabled.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the shape and direction of the wind stream.", "Exclusives": []}}}, {"InternalName": "Foomin", "Name": "Foomin", "Notes": "A gray tile that flips periodically. If the player stands on it while it flips around, the player will be flung off of it. It usually moves on a path, but it can remain at a fixed position as well. It cannot be destroyed through any means.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Flipping Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Delay until it flips for the first time. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Path movement rate multiplied by 100. Default is 250.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't start flipping while this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "ForbidJumpArea", "Name": "ForbidJumpArea", "Notes": "An area that prevents the player from performing \"dolphin\" jumps while they are riding a Koopa Shell inside this area.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForbidSupportTicoArea", "Name": "ForbidSupportTicoArea", "Notes": "An area that prevents the second player's pointer and actions while the main player character is inside this area.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForbidTriangleJumpArea", "Name": "ForbidTriangleJumpArea", "Notes": "An area that prevents any angled Wall Jumps. Instead, the jumping direction will be directly opposite of the Wall Jumped collision triangle.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForbidWaterSearchArea", "Name": "ForbidWaterSearchArea", "Notes": "An area that prevents the player from performing a special edge dive jump into a WaterArea below the player.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ForceDashCube", "Name": "ForceDashCube", "Notes": "The player receives a speed boost if they touch ForceDash (floor code 39) collision while using the Rock power-up inside this area. The boost's direction is the area's rotated Z axis.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Forwards Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The launch speed boost that the player gains. Default 50.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rock Break Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the time in frames that the player stays inside the rock before it breaks. Default is 180.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Fountain", "Name": "Fountain", "Notes": "A splashing water fountain that only consists of particles instead of an actual model. If the player touches it, they will be flung upwards.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Once enabled, the particles, sounds and sensors will be enabled.", "Exclusives": []}}}, {"InternalName": "FountainBig", "Name": "FountainBig", "Notes": "A tall water fountain that consists of a model and particles. If the player touches it, they will be flung upwards. The water fountain will disappear and reappear periodically.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "FurPlanetMap", "Name": "FurPlanetMap", "Notes": "A generic planet with a model and optional collision that also supports fur maps. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. As PlanetMap already supports fur maps in SMG2, FurPlanetMap is rather redundant in this game.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. It won't appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "Garigari", "Name": "Garigari", "Notes": "A buzz-saw that moves on a path or remains stationary if no path was assigned. When the player touches the blades, they will take damage. If the saw touches a Bob-omb or bomb, it will cause an explosion. Several other enemies also take damage when touched by the blades, such as Flipbugs (KoteBug) and Slurples (Karikari).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sawing Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What animations and particles to use when it's active.", "Values": [{"Value": "-1", "Notes": "Cuts through wood"}, {"Value": "0", "Notes": "Cuts through anything else"}], "Exclusives": []}, "Obj_arg1": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to rotate the object.", "Values": [{"Value": "-1", "Notes": "Rotation affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Will be activated once it reaches the path's end.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Once activated, the object will start moving.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "GCaptureTarget", "Name": "GCaptureTarget", "Notes": "A small blue star that can pull the player towards it if they touch it with their pointer. If the player is too far away from this object, it will become inactive and the player cannot point at it. It usually remains stationary but can move on a path as well. The player can be ejected while using the Pull Star if he gets to close to it, although this is an optional setting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Release Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radius in which the player will be released automatically. Default is -1 which deactivates this behavior.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Pointing Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid range in which the player can use this object. Default is 2500.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Inactive Color Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the color to be used when the player is too far away from this object.", "Values": [{"Value": "-1", "Notes": "Darker blue"}, {"Value": "0", "Notes": "Normal blue"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "The object will disappear once this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to synchronize the execution of several other grouped Pull Stars when the object's appearance cutscene is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the object appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Furthermore, the object will not appear initially.", "Exclusives": []}}}, {"InternalName": "GemCageS", "Name": "GemCageS", "Notes": "A breakable object that can spawn several items once destroyed. Can be destroyed using any of the player's attack, except for RockCageS which only works with the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The item to be spawned after destroying it.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "5 Star Bits"}, {"Value": "1", "Notes": "1 Coin"}], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying it.", "Exclusives": []}}}, {"InternalName": "GeneralRestartPos", "Name": "GeneralRestartPos", "Notes": "Defines the respawn point for a Star Ball. The respawn point needs to be linked to a Star Ball (Tamakoro). The respawn point will be used if the player's current spawn ID matches this object's Obj_arg0. The active player spawn point, Star Ball and Star Ball respawn point have to be in the same zone.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The player's spawn ID to which this respawn point belongs.", "Values": [], "Exclusives": []}}}, {"InternalName": "Gesso", "Name": "Gesso", "Notes": "A squid enemy that spawns a Coin when defeated. It damages the player upon contact. The player can defeat it with any attack.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Nerve", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies its initial behavior. In SMG1, this setting only applies when SW_APPEAR is used.", "Values": [{"Value": "-1", "Notes": "Idle"}, {"Value": "0", "Notes": "Appear from box"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "GhostAttackGhost", "Name": "GhostAttackGhost", "Notes": "A ghost version of Luigi that will move around in a predefined GST motion once the player touches it once. It does not appear in a level until the selected mission has been cleared with Luigi already. The GST motion data for it can be found in the gst folder of the Galaxy's Ghost archive. It uses a different execution and drawing order in MagicGalaxy and the second mission of StarCreekGalaxy.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ending Nerve", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the state to be used after it reached the end of the predefined motion.", "Values": [{"Value": "-1", "Notes": "Holds onto Power Star"}, {"Value": "1", "Notes": "Sleeping"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "GhostMazePlanetMask", "Name": "GhostMazePlanetMask", "Notes": "A darkness model used to cover major portions of the screen except of a cutout showing the player character. It will always be invisible until SW_A gets activated. The model will briefly disappear when an event camera is active. After that it will reappear again.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Causes the object to appear and play the Appear animation.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Useless as it's registered but never used.", "Exclusives": []}}}, {"InternalName": "GhostPlayer", "Name": "GhostPlayer", "Notes": "It is recommended to use the \"Ghost\" comet type because without it, the Power Star will be clipped normally and that can cause the Clone to fail to finish the race.", "Games": 1, "Progress": 1, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "NamePos": {"Games": 1, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ゴーストデモゴースト位置", "Notes": "The position used by Cosmic Mario during the intro sequence."}, {"Value": "ゴーストデモマリオ位置", "Notes": "The position used by Mario during the intro sequence."}, {"Value": "レース開始時マリオ位置", "Notes": "The position used by Mario during the countdown sequence."}, {"Value": "負け時マリオ位置", "Notes": "The position used by Mario/Cosmic Mario when the other wins."}], "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Cameras are used during the introduction sequence. The cameras are used in numerical order.", "Values": [{"Value": "ゴーストマリオ固有レース開始1", "Notes": "This camera is used as the close-up appearance."}, {"Value": "ゴーストマリオ固有レース開始2", "Notes": "This camera is used for staredown."}, {"Value": "ゴーストマリオ固有レース開始3", "Notes": "This camera is used during the countdown sequence"}], "Exclusives": []}}}, {"InternalName": "GlaringLight", "Name": "GlaringLight", "Notes": "A variant of SimpleMapObj that gets rendered after most other objects. This is a generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "GlaringLightArea", "Name": "GlaringLightArea", "Notes": "An area that defeats Boos and removes the Boo power-up from the player once entered.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "GliBird", "Name": "GliBird", "Notes": "The colorful tropical bird that the player can glide with. It's usually deactivated, but it becomes functional when the gliding sequence is started after talking to a correctly set up Jibberjay (Pichan) or Jibberjay Racer (PichanRacer).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg6": {"Name": "Indicator Volume Draw Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how many rendering passes should be performed for the red indicator volume. If set to 0, the indicator volume won't be used. Default is 3.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the player starts gliding with Fluzzard.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "チュートリアル位置", "Notes": "Position of the tutorial"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player and Fluzzard die.", "Values": [], "Exclusives": []}}}, {"InternalName": "GliBirdNpc", "Name": "GliBirdNpc", "Notes": "A non-playable variant of Fluzzard that sits around casually. Unlike most NPCs, it cannot be talked to at all.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GliderBalloon", "Name": "GliderBalloon", "Notes": "A large balloon that drops five Star Bits when popped.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Small Model?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will load the smaller model GliderBalloonMini instead.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The balloon's color frame.", "Values": [{"Value": "-1", "Notes": "Red"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Green"}, {"Value": "4", "Notes": "Purple"}], "Exclusives": []}, "Obj_arg2": {"Name": "Broken Star Bits Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "Does not work due to a bug. When fixed, this specifies how far the Star Bits reach out when they appear. Default is 1500.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after popping the balloon.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and popped by player 2.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. This only works if the current galaxy is JungleGliderGalaxy.", "Exclusives": []}}}, {"InternalName": "GliderCometMedalCage", "Name": "GliderCometMedalCage", "Notes": "A locked capsule cage that can be opened by activating its SW_B switch.", "Games": 2, "Progress": 2, "Parameters": {"SW_B": {"Games": 2, "Needed": true, "Description": "Opens the cage when this switch is activated.", "Exclusives": []}}}, {"InternalName": "GliderTree", "Name": "GliderTree", "Notes": "A decorative palm tree intended to be used in gliding mini-game sections. It swings when rammed by Fluzzard.", "Games": 2, "Progress": 2, "Parameters": {"DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalBarrelGravity", "Name": "GlobalBarrelGravity", "Notes": "A gravity area that revolves around a barrel-shaped planet. Objects are pulled sideways along the cylinder. If Obj_arg1 is positive, objects will be pulled towards the center axis the closer they are to the gravity area.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Inwards Pull Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "Adjusts the inwards pull distance. This essentially specifies the gravity angle towards the center axis. For example, if this value is 800 and the distance to the center axis is 900, the resulting angle towards the center axis is 45°. This is because min(45, 800/900 * 180/pi). Default is -1 which disables inwards pulling.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalConeGravity", "Name": "GlobalConeGravity", "Notes": "A gravity area that pulls objects in its range towards the lateral surface and the base surface of a cone.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Bottom?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the base surface of the cone will not have gravity.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Top Cut Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Defines at which point to cut off the top of the cone. Starts at the cone's tip, and moves towards the flat bottom of the cone. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalCubeGravity", "Name": "GlobalCubeGravity", "Notes": "A cube-shaped gravity area that pulls objects towards the cube's surface. Each of the cube's faces can be manually toggled. The transition around edges and corners is smooth. The object's scale defines the actual size of the cube.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Valid X Axis Faces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines which sides on the X axis of the cube are valid. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "X+ side only"}, {"Value": "2", "Notes": "X- side Only"}], "Exclusives": []}, "Obj_arg1": {"Name": "Valid Y Axis Faces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines which sides on the Y axis of the cube are valid. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "Y+ side only"}, {"Value": "2", "Notes": "Y- side Only"}], "Exclusives": []}, "Obj_arg2": {"Name": "Valid Z Axis Faces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines which sides on the Z axis of the cube are valid. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "Z+ side only"}, {"Value": "2", "Notes": "Z- side Only"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalDiskGravity", "Name": "GlobalDiskGravity", "Notes": "A simple gravity area that pulls objects in its range towards a disk-shaped volume.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Bottom?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, only the upper portion of the disk will have gravity.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Disable Edges?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the disk's edges will not have gravity.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Valid Degrees", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radial degrees that will have gravity. Starts pointing towards +X, and then rotates counterclockwise around the Y axis. Default 360", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalDiskTorusGravity", "Name": "GlobalDiskTorusGravity", "Notes": "A simple gravity area that pulls objects in its range towards a torus/ring-shaped volume.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Bottom?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, only the upper portion of the disk will have gravity.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Valid Surfaces", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The valid surfaces to attract objects to. Both are enabled by default.", "Values": [{"Value": "-1", "Notes": "Both sides"}, {"Value": "0", "Notes": "No sides"}, {"Value": "1", "Notes": "Inside only"}, {"Value": "2", "Notes": "Outside only"}], "Exclusives": []}, "Obj_arg2": {"Name": "Tube Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The tube's radius, not to be confused with the major radius of the entire torus. Default 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPlaneGravity", "Name": "GlobalPlaneGravity", "Notes": "A gravity area that attracts objects towards a plane. This variant uses a spherical range.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPlaneGravityInBox", "Name": "GlobalPlaneGravityInBox", "Notes": "A gravity area that attracts objects towards a plane. This variant uses a box range and ignores the Range setting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The minimum distance used for calculating gravity speed. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Base Distance Axis", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the axis to use for calculating the distance from the requesting object to this area. Default is -1.", "Values": [{"Value": "-1", "Notes": "None"}, {"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPlaneGravityInCylinder", "Name": "GlobalPlaneGravityInCylinder", "Notes": "A gravity area that attracts objects towards a plane. This variant uses a cylindrical range and ignores the Range setting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The minimum distance used for calculating the gravity speed. Default is 2000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalPointGravity", "Name": "GlobalPointGravity", "Notes": "A simple gravity area that attracts objects in its range towards its position. The object's scale is ignored.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalSegmentGravity", "Name": "GlobalSegmentGravity", "Notes": "A gravity area that pulls objects in its range towards the lateral surface and base surfaces of a cylinder.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enabled Bases", "Type": "Integer", "Games": 3, "Needed": false, "Description": "What bases should affect gravity. By default, both bases are enabled.", "Values": [{"Value": "-1", "Notes": "Both"}, {"Value": "0", "Notes": "Neither"}, {"Value": "1", "Notes": "Bottom only"}, {"Value": "2", "Notes": "Top only"}], "Exclusives": []}, "Obj_arg1": {"Name": "Valid Degrees", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radial degrees that will have gravity. Starts pointing towards X+ and then rotates counterclockwise around the Y axis. Default is 360.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalWireGravity", "Name": "GlobalWireGravity", "Notes": "A gravity area that attracts objects towards the gravity points laid out on a path. The gravity points will be selected at equal intervals.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Point Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many gravity points to calculate, excluding the first and last points on the path. Default is 20.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the gravity will be activated when this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that lays out the gravity points.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GoldenTurtle", "Name": "GoldenTurtle", "Notes": "A variant of a Koopa Shell that can be used to open specific treasure chests or damage and destroy various objects. Like a red Koopa Shell, it homes in on compatible objects. While riding the shell underwater, it also plays special sparkling sound effects.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Useless", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Respawn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it respawns after destroying it or not.", "Values": [{"Value": "-1", "Notes": "Respawns"}, {"Value": "1", "Notes": "Doesn't respawn"}], "Exclusives": []}, "Obj_arg3": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object appears when it respawns.", "Values": [{"Value": "-1", "Notes": "Flashing"}, {"Value": "1", "Notes": "Light beam"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}}}, {"InternalName": "Gorogoro", "Name": "Gorogoro", "Notes": "A rolling stone obstacle that crushes the player when touched. It moves along a path in a rotating motion. It will turn invisible if the camera passes it. For this, it loads a separate model with the suffix Alpha. The Alpha model uses two animations. Wait, which is used for the visible state, and Disappear, which is used to make the model fade out of existence.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "GorogoroCylinderRock", "Name": "GorogoroCylinderRock", "Notes": "A rolling obstacle that moves on a set path. Once it reaches the end of its path, it will reappear at the path's start again. Depending on the current path point, it can perform various actions (Point_arg0).", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the obstacle moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the actual obstacle will be generated. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Next Nerve", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the next state to be used when the object arrives at this point.", "Values": [{"Value": "-1", "Notes": "Roll"}, {"Value": "0", "Notes": "Appear"}, {"Value": "1", "Notes": "Fall"}, {"Value": "2", "Notes": "Fall without gravity"}], "Exclusives": []}, "Point_arg1": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that the rocks will move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "GoroRockLaneParts", "Name": "GoroRockLaneParts", "Notes": "A platform that can move on a path, rotate or do both. It features two color animations. Normal.brk is used normally and Change.brk is used when its SW_B gets activated. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Starts the Change.brk color animation when activated. Normal.brk will be used when the switch is not activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "GrandStarReturnDemoStarter", "Name": "GrandStarReturnDemoStarter", "Notes": "Creates and controls the sequence used when the player returns to a HUB world with a Grand Star. It does not appear initially, but it can appear through cutscene actions.", "Games": 3, "Progress": 2, "Parameters": {"Rail": {"Games": 3, "Needed": true, "Description": "The fly-in path used at the start of the cutscene.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ゲート中心", "Notes": "Point that the Grand Star will move to"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Uses multiple cameras for different actions. 移動 is used for the fly-in sequence and リザルト is used for the result text sequence. The game also registers a camera action under the name ウェイト but this is never used.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": true, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "Grapyon", "Name": "Grapyon", "Notes": "A bug-like enemy with a spiky top that hops around horizontally. It damages the player upon contact. It can be defeated by stomping or Ground Pounding its weak spot. Furthermore, it can be defeated using fireballs, the Spin Drill, Koopa Shells and the Rainbow power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Inverted?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its body will be inverted so that the spiky top points downwards.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, its body will be inverted whenever the state of the switch changes.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "GravityArrow", "Name": "GravityArrow", "Notes": "A decorative arrow panel that rotates towards the player's gravity direction.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "GravityBgmCtrl", "Name": "GravityBgmCtrl", "Notes": "A controller that changes the background music's state depending on the player's gravity direction. If the player's gravity points downwards, the music's main channel will be played. If the player's gravity points upwards, the music's second channel will be played as well. Only a few selected music tracks support this kind of music change, though.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "GravityFallBlock", "Name": "GravityFallBlock", "Notes": "A block that can be destroyed using the Fire Flower's fireballs. If there's no collision below the block, it will fall down until it hits collision.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying the block.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "GravityLight", "Name": "GravityLight", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "GravityLightRoad", "Name": "GravityLightRoad", "Notes": "A beam of light that transports the player through the beam when entered. If no SW_A is used, it will transport the player for 30 seconds before it disappears.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, transportation will be stopped once this switch gets activated. This also causes the beam to disappear.", "Exclusives": []}}}, {"InternalName": "GravityTimerChangeWall", "Name": "GravityTimerChangeWall", "Notes": "A generic object with a model and collision that usually features panels with large arrows on them that are meant to show the gravity direction. It changes its shape and animations depending on the background music's rhythm. This requires the animations DownToUp and UpToDown. Initially, it uses UpToDown.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will perform the UpToDown animation.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["BattleGrapyonPlanet"]}}}, {"InternalName": "GroupSwitchWatcher", "Name": "GroupSwitchWatcher", "Notes": "A controller that activates SW_A depending on the states of several consecutive input switches. Supported logical links are AND and OR. The first index of the input switches has to be set as SW_B and the number of total consecutive switches has to be specified by Obj_arg0.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Switches", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of switches to be evaluated.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Logical Link", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the input switches are evaluated.", "Values": [{"Value": "-1", "Notes": "AND (all switches have to be activated)"}, {"Value": "0", "Notes": "OR (at least one switch activated)"}], "Exclusives": []}, "Obj_arg2": {"Name": "Activation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the output switch (SW_A) should be activated or deactivated.", "Values": [{"Value": "-1", "Notes": "Activate SW_A if condition is fulfilled and kill itself"}, {"Value": "0", "Notes": "Activate SW_A if condition is fulfilled, deactivate SW_A otherwise"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "The switch that should be activated or deactivated depending on the result.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": true, "Description": "The first index of the input switches to be evaluated.", "Exclusives": []}}}, {"InternalName": "Halo", "Name": "Halo", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HammerBros", "Name": "HammerBros", "Notes": "A Koopa Troopa that throws hammers to attack the player. These hammers can be destroyed by the player's attacks or eaten by Yoshi to throw them at other objects. Ground Pounding it will defeat it immediately. Other attacks usually stun it first which gives the player an advantage to attack it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Starting Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until it starts jumping around.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how items should be spawned.", "Values": [{"Value": "-1", "Notes": "Spawn any items"}, {"Value": "0", "Notes": "Don't spawn any items"}], "Exclusives": []}, "Obj_arg2": {"Name": "Pass All Points?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will always cycle through all of its points instead of hopping between the two points closest to the player.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will be attached to the collision below.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Remains stationary if the switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path points to jump between.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "It and its hammers can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi. Its hammers can be targeted, eaten and shot.", "Exclusives": []}}}, {"InternalName": "HammerHeadPackun", "Name": "HammerHeadPackun", "Notes": "A large flower enemy that attacks the player by crushing them with its large head. It can be defeated by smashing a Stretch Plant or coconut into it. Furthermore, the player can jump on its head to defeat it, however, this does not work for the spiky variant. The player can also use most of their attacks to defeat it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Drop Items?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't drop any Star Bits when defeated.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Hanachan", "Name": "Hanachan", "Notes": "A caterpillar enemy that moves on a set path. However, if the player jumps off of it, it will turn aggressive and chase after the player. After a couple of seconds, it returns to its normal state and moves on the path. It can be defeated by Ground Pounding it or by jumping on its belly parts. Using a Ground Pound or Spin Attack nearby will stun it. Furthermore, it can be defeated using most of the player's attacks.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Angry Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when it turns aggressive.", "Values": [{"Value": "-1", "Notes": "Chase after player"}, {"Value": "1", "Notes": "Don't chase player"}], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "HanachanBig", "Name": "HanachanBig", "Notes": "A large caterpillar enemy that moves on a set path. Unlike its smaller variants, it always moves on its path, and it cannot be defeated. However, the player can bounce off of its body parts.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Body Parts", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many body parts it consists of. Minimum is 3, maximum is 13, default is 9.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Its path movement speed multiplied by 100. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Is Angry?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will turn red and move around more aggressively.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If any of the Big Wigglers in this group gets frozen by the Orange Luma, all of them will stop moving as well.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "HanachanRunaway", "Name": "HanachanRunaway", "Notes": "A variant of a Wiggler intended to be used on tube slides. It needs to be linked to a proper TubeSlider instance. Its Obj_args specify how it gets positioned on the slide. Unlike its normal variants, it cannot be defeated.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Forwards Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How fast it moves along the TubeSlider's path. The actual speed value needs to be multiplied by 10. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sidewards Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How fast it revolves around the TubeSlider's path. The actual speed value needs to be multiplied by 10. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Number of Body Parts", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many body parts it consists of. Minimum is 1, default is 5.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Is Angry?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will turn red and move around more aggressively.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Initial Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide at which the object gets positioned initially.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will remain inactive until this switch gets activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "HatchWaterPlanet", "Name": "HatchWaterPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HazeCube", "Name": "HazeCube", "Notes": "An area that, when entered, creates a heat haze effect on the player's screen.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "The distance into the camera's view at which the heat haze effect will be applied. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the heat haze effect will be applied only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "HeadLight", "Name": "HeadLight", "Notes": "Creates a spotlight effect that follows the player character. The radius and the light's color can be configured.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Red", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The red color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Green", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The green color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Blue", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The blue color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Alpha", "Type": "Float", "Games": 2, "Needed": false, "Description": "The alpha channel component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The size of the spotlight. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "HeavensDoorDemoObj", "Name": "HeavensDoorDemoObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HeavySteeringArea", "Name": "HeavySteeringArea", "Notes": "An area that, when entered, causes the player to turn around very slowly, making it harder to steer their character.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "HipDropDemoMoveObj", "Name": "HipDropDemoMoveObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HipDropMoveBlock", "Name": "HipDropMoveBlock", "Notes": "An object with a model and collision that can be Ground Pounded to move it away from its initial position. The distance, required Ground Pounds and more can be configured. Initially, the object can only be Ground Pounded from the bottom side of the model to move it upwards. It can play various different sounds: Start, Moving, StopEnd and Stop, all of which are self-explanatory. Interestingly, the class offers an unused functionality where one or more buttons (HipDropMoveBlockSwitch) can be attached to the object that will cause the object to move when one of the buttons has been stomped. The positions and offsets can be defined in a file called InitHipDropMoveBlockSwitch.bcsv. The actual model for the button actor does not exist anymore and needs to be restored. Unfortunately, the button does not take the object's rotation into account when placed.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far the block can be pushed upwards from its initial position. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Required Ground Pounds", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How often the block has to be Ground Pounded in order to reach the end. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes to move the object after Ground Pounding it. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Limit Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to restrict the movement of the block.", "Values": [{"Value": "-1", "Notes": "Can be Ground Pounded from bottom and top sides"}, {"Value": "0", "Notes": "Can only be Ground Pounded from bottom side"}], "Exclusives": []}, "Obj_arg4": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the object has been moved to its end.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the spot can only be Ground Pounded while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "HipDropMoveObj", "Name": "HipDropMoveObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "HipDropRock", "Name": "HipDropRock", "Notes": "A rock that can be destroyed with a Ground Pound attack. It can spawn some items after destroying it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item to be spawned after destroying it.", "Values": [{"Value": "-1", "Notes": "No item"}, {"Value": "0", "Notes": "1 Coin"}, {"Value": "1", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The amount of Star Bits to be dropped. Default is 6. Requires Obj_arg0 set to 1.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Hide Remains?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the smaller rocks that remain after destroying it will be hidden.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it disappears after destroying it.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated immediately after destroying it.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "HipDropSwitch", "Name": "HipDropSwitch", "Notes": "A button that can be activated using a Ground Pound attack. Once activated, it will activate a switch.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated after hitting the switch.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "HipDropTimerSwitch", "Name": "HipDropTimerSwitch", "Notes": "A button that can be activated using a Ground Pound attack. Once activated, it will activate a switch for a set amount of time. After the time runs out, it will reset itself.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Timer", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the switch will remain activated before it resets again. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ticking Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ticking sound effect type to be used. Default is 0.", "Values": [{"Value": "0", "Notes": "High ticking noise"}, {"Value": "1", "Notes": "Low ticking noise"}], "Exclusives": []}, "Obj_arg2": {"Name": "Screen Effect Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The special screen effect to be used when activating the button.", "Values": [{"Value": "-1", "Notes": "No effect"}, {"Value": "1", "Notes": "SwitchingScreenEffect (crashes due to missing file)"}, {"Value": "2", "Notes": "Slow-down effect (TimeStopScreenEffect)"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated when the button is pressed. Gets deactivated again after the time runs out.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "HitWallTimerSwitch", "Name": "HitWallTimerSwitch", "Notes": "An unused button that activates a switch for a set amount of time. The button can be activated using most of the player's attacks. After the time runs out, it will reset itself.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Timer", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How long the switch will remain activated before it resets again. Default is 300.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated when pressing the button.", "Exclusives": []}}}, {"InternalName": "HomingKillerLauncher", "Name": "HomingKillerLauncher", "Notes": "A point that launches bullet-like enemies. HomingKiller generates Bullet Bills, Torpedo generates Torpedo Teds and MagnumKiller generates Banzai Bills. The enemies will be generated periodically. These enemies will explode and damage the player upon contact. They can be used to destroy various other objects and enemies.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Homing Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The range the player has to be in for the bullet to start homing in. Default 2000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Turn Speed Multiplier", "Type": "Integer", "Games": 3, "Needed": false, "Description": "A multiplier for the bullet's turn speed. Useful in places with tight corners. Default 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Homing?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, the bullets won't home in on the player.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, gravity will be ignored.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Bullet Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The amount of bullets that can exist at once. Default 1.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Launch Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between shots. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Bullet Lifetime", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The lifespan that bullets will live for before being automatically killed. Default 600.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Binder Activation delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay until this bullet can collide with terrain. Default 35.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "HoneyBee", "Name": "HoneyBee", "Notes": "A generic bee NPC that can be talked to. It also features several behaviors to choose from.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Behavior & Equipment", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves and what item it carries. Types 6 to 9 are stubbed in SMG2 and won't work like intended.", "Values": [{"Value": "-1", "Notes": "Idling"}, {"Value": "1", "Notes": "Jumping"}, {"Value": "2", "Notes": "Flying (needs path)"}, {"Value": "3", "Notes": "Sleeping"}, {"Value": "4", "Notes": "Sticking"}, {"Value": "5", "Notes": "Carries spear"}, {"Value": "6", "Notes": "Ground Pounding (SMG1 only)"}, {"Value": "7", "Notes": "Flustering (SMG1 only)"}, {"Value": "8", "Notes": "Flying with bucket (SMG1 only)"}, {"Value": "9", "Notes": "Picking up honey with bucket (SMG1 only)"}], "Exclusives": []}, "Point_arg0": {"Name": "Flying Animation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The animation to be used when it arrives at this path point.", "Values": [{"Value": "-1", "Notes": "Idling"}, {"Value": "1", "Notes": "Flying"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on. Required when Obj_arg0 is set to 2.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is HoneyBee%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "HoneyQueen", "Name": "HoneyQueen", "Notes": "The Queen Bee NPC that can be talked to. Additionally, the player can climb on her when using the Bee power-up.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is HoneyQueen%03d, where %03d is the text message ID.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "IceMerameraKing", "Name": "IceMerameraKing", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "IceMeteor", "Name": "IceMeteor", "Notes": "A falling ice crystal that creates an ice platform when it lands. Touching the meteor will freeze and damage the player. The ice platform can be stood on. The platform will disappear after three seconds and the crystal will reappear again later on. This object creates lava collision under the appearing location of the ice platform.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the actual meteor appears. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long the object remains invisible until it appears again. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Upwards Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The Y-offset from which the meteor falls down. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Falling Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for the meteor to fall down. Minimum should be 15. Default is 180.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "IceVolcanoUpDownPlane", "Name": "IceVolcanoUpDownPlane", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "InfernoMario", "Name": "InfernoMario", "Notes": "An unused and unfinished variant of a Cosmic Clone that crashes the game due to a missing model. It appears to be passive, but it will turn towards the player if they are close enough and teleport next to them. Then, it will chase after the player and mimic all of their movements like normal Cosmic Clones do. However, it can be defeated using most of the player's attacks as well as some enemy attacks.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Once activated, all clones will be killed and the object will stop generating clones.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "InfernoMarioGenerator", "Name": "InfernoMarioGenerator", "Notes": "Generates clones of the player that mimic all of their movements. If the player touches one, they will take damage and the clone disappears. The clones cannot be defeated through any other means. The generator and all of its clones will be destroyed when SW_B gets activated. This causes all remaining clones to drop Star Bits.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Number of Clones", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of clones to be generated. Default is 40.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between each generation. Default is 90.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Once activated, all clones will be killed and the object will stop generating clones.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 出現デモカメラ for appearing.", "Values": [], "Exclusives": []}}}, {"InternalName": "InvisiblePolygonObj", "Name": "InvisiblePolygonObj", "Notes": "A collision polygon without an actual visual model.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "InvisiblePolygonObjGCapture", "Name": "InvisiblePolygonObjGCapture", "Notes": "A collision polygon without an actual visual model. Resets the player's Pull Star state once touched.", "Games": 1, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "IronCannonLauncher", "Name": "IronCannonLauncher", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "IronCannonLauncherPoint", "Name": "IronCannonLauncherPoint", "Notes": "A point that periodically launches bullets that damage players and compatible objects upon contact.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Delay", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The delay between shots. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 1, "Needed": false, "Description": "How fast each bullet moves. Default is 30.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only shoot bullets while this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "ItemAppearStone", "Name": "ItemAppearStone", "Notes": "A special platform with collision that follows its animation. If SW_B gets activated, it will disappear.", "Games": 1, "Progress": 2, "Parameters": {"SW_B": {"Games": 1, "Needed": true, "Description": "If activated, the platform will disappear.", "Exclusives": []}}}, {"InternalName": "ItemBlock", "Name": "ItemBlock", "Notes": "A ? Block that spawns items when hit. SplashCoinBlock and TimerCoinBlock spawn Coins, SplashPieceBock and TimerPieceBlock spawn Star Bits, CoinBlock2D spawns a single Coin and ItemBlockSwitch does not spawn any items, but it activates SW_DEAD. The \"Splash\" blocks drop the items immediately when hit. The \"Timer\" blocks award the player one item each time it's hit. However, these variants will automatically disappear after a timer runs out.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Items", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many items will be spawned after hitting the block. Default is 8.", "Values": [], "Exclusives": ["SplashCoinBlock", "SplashPieceBlock"]}, "Obj_arg1": {"Name": "Hit Timer", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the player is able to hit the block consecutively. Default is 240.", "Values": [], "Exclusives": ["TimerCoinBlock", "TimerPieceBlock"]}, "Obj_arg2": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how to calculate the shadow.", "Values": [{"Value": "-1", "Notes": "Calculate shadow once"}, {"Value": "1", "Notes": "Always calculate shadow"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": true, "Description": "Gets activated after hitting the block.", "Exclusives": ["ItemBlockSwitch"]}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "ItemBubble", "Name": "ItemBubble", "Notes": "A bubble that can contain various items.", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The kind of item that it contains. Default is 0.", "Values": [{"Value": "0", "Notes": "Coins"}, {"Value": "1", "Notes": "Star Bits"}, {"Value": "2", "Notes": "Nothing"}], "Exclusives": []}, "Obj_arg1": {"Name": "Item Count", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of items it contains. Default is 1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when popped.", "Exclusives": []}, "Rail": {"Games": 1, "Needed": false, "Description": "The path that it can move on.", "Exclusives": []}}}, {"InternalName": "ItemCollectionPlanetWall", "Name": "ItemCollectionPlanetWall", "Notes": "A special model without collision which is usually visible unless it is assigned to the cutscene with the name パワースター帰還[アイテム惑星]. While the cutscene runs, the wall will be invisible but triggering its cutscene action will make it fade in again.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "ItemDice", "Name": "ItemDice", "Notes": "A die block that can spawn either ten Coins, a Goomba or a 1-Up Mushroom depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "ItemDrill", "Name": "ItemDrill", "Notes": "A drill item that the player can carry. It allows the player to dig through collision upon shaking the Wiimote. The player can get rid of it by taking damage or by picking up another power-up item.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Against Collision Normal?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will always dig against the normal of the collision triangle below.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Air Dig Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far the object checks for collision to determine when to end drilling. Greater values can allow \"digging through air\". Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Enable Reflection?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, an additional check for NoDig collision will be performed while the player is using the drill. This effectively enables the (angled) reflection behavior.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Delay Gravity Update?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the player's gravity from 15 frames earlier will be used to determine where to drill, giving the player more control over drilling while gravity changes.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If the player picks up one of the Drills in this group, all other Drills will temporarily disappear. They will all reappear if the player looses a Drill from this group.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "固有 is used while drilling. Uses 出現デモカメラ when it appears via SW_APPEAR.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "ItemRoomDoor", "Name": "ItemRoomDoor", "Notes": "A special door that can teleport the player through cutscenes. It tries to connect to three cutscenes. The cutscene マリオ顔惑星変化 is used for the Starship transformation during which the object will remain deactivated until it's forced to appear. アイテム部屋への入室 is used when entering the door and アイテム部屋からの退室 is used when exiting the door.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Prevent Entering?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the door cannot be entered.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Takes part in the cutscenes named アイテム部屋への入室, アイテム部屋からの退室 and マリオ顔惑星変化. For the cutscene アイテム部屋からの退室 it can use a special cutscene nerve function that will cause the door to open.", "Exclusives": []}}}, {"InternalName": "Jellyfish", "Name": "Jellyfish", "Notes": "A jellyfish enemy that spawns a Coin when defeated. It can be defeated through most of the player's attacks as well as explosions, and it damages the player upon contact. It can move on a path or remain stationary.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Last Point Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it remains on the last path point before it moves again. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how it should move on the path when it reaches the last point.", "Values": [{"Value": "-1", "Notes": "Moves back towards first point"}, {"Value": "1", "Notes": "Warps back to first point"}], "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "JellyfishElectric", "Name": "JellyfishElectric", "Notes": "A jellyfish enemy that spawns a Coin (SMG1) or ten Star Bits (SMG2) when defeated. It can be defeated with a Koopa Shell or the Rainbow power-up, and it damages the player upon contact. It can move on a path or remain stationary.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Last Point Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it remains on the last path point before it moves again. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how it should move on the path when it reaches the last point.", "Values": [{"Value": "-1", "Notes": "Moves back towards first point"}, {"Value": "1", "Notes": "Warps back to first point"}], "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "JetTurtle", "Name": "JetTurtle", "Notes": "A Koopa Shell that can be carried by the player. It can be used to open specific treasure chests or damage and destroy various objects. The player can ride it underwater to move faster.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shell Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The Koopa Shell variant to be created. Each kind has a slightly different function.", "Values": [{"Value": "-1", "Notes": "Green (slower)"}, {"Value": "1", "Notes": "Red (faster & homing)"}, {"Value": "2", "Notes": "Gold (homing)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Useless", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Respawn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether it respawns after destroying it or not.", "Values": [{"Value": "-1", "Notes": "Respawns"}, {"Value": "1", "Notes": "Doesn't respawn"}], "Exclusives": []}, "Obj_arg3": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object appears when it respawns.", "Values": [{"Value": "-1", "Notes": "Flashing"}, {"Value": "1", "Notes": "Light beam"}], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}}}, {"InternalName": "Jiraira", "Name": "Jiraira", "Notes": "A land mine that quickly charges and explodes when stepping on its large trigger. It regenerates after a few seconds. The explosion also causes nearby land mines to charge and explode when they are hit by its explosion. It does not get clipped.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Explosion Range", "Type": "Float", "Games": 1, "Needed": false, "Description": "The explosion's damage range. Default is 500.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Meant to be activated when it gets killed, but this is not possible at all.", "Exclusives": []}}}, {"InternalName": "Jugem", "Name": "Jugem", "Notes": "An enemy that rides a cloud. It moves to the path point that the player is closest to. It throws a Spiny when the player is nearby. The Spiny can be eaten and shot by Yoshi. If the Spiny has been killed, it will throw another one. It can be defeated using most of the player's attacks, and it can be eaten by Yoshi. However, it will respawn after a while. At least one Spiny should be linked to it, otherwise it won't throw any Spiny.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Respawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for it to respawn after it dies. Default is 900.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Distancing Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How it behaves when the player approaches it at this point.", "Values": [{"Value": "-1", "Notes": "Revolve around point to keep distance"}, {"Value": "1", "Notes": "Always stays at this path point"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "JumpBeamer", "Name": "JumpBeamer", "Notes": "A purple stationary robot enemy with a spring head. It remains in the ground passively before the player approaches it. If the player is nearby, it jumps out of the ground and emits several rings of electricity. The player can bounce off of its spring head. It gets stunned when using a Spin Attack. This fully expands its spring head. It is not possible to destroy it through any means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ring Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which the individual rings grow. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ring Duration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The lifetime of an individual ring before it disappears. Default is 100.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "It remains passive while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "It will become passive after activating this switch.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one Jump Beamer in this group emits a ring, all the other Jump Beamers will do so as well.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when player gets bounced off.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "JumpBranch", "Name": "JumpBranch", "Notes": "A pole that can be swung from and jumped off of.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "JumpGuarder", "Name": "JumpGuarder", "Notes": "A green stationary robot enemy with a spring head. It remains in the ground passively before the player approaches it. If the player is nearby, it jumps out of the ground and emits several Topmini. It will keep regenerating Topmini even if the player killed some of them. The player can bounce off of its spring head. It gets stunned when using a Spin Attack. This fully expands its spring head. It is not possible to destroy it through any means.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of Coins to declare. Useless because the Coins are never spawned.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Launch Velocity", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The speed at which the Topmini are launched from this object.", "Values": [{"Value": "0", "Notes": "16"}, {"Value": "1", "Notes": "8"}, {"Value": "2", "Notes": "4"}], "Exclusives": []}, "Obj_arg2": {"Name": "Number of Topmini", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Defines the number of Topmini to be spawned. Default is 4.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will remain passive until this switch gets activated.", "Exclusives": []}, "SW_B": {"Games": 1, "Needed": false, "Description": "If used, it will become passive after activating this switch.", "Exclusives": []}, "Group": {"Games": 1, "Needed": false, "Description": "If one Jump Guarder in this group launches a Topmini, all the other Jump Guarders will do so as well.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when player gets bounced off.", "Values": [], "Exclusives": []}}}, {"InternalName": "JumpHole", "Name": "JumpHole", "Notes": "If the player touches this object's center while riding a Star Ball, it will pull the Star Ball towards its center and the Star Ball will be launched along its assigned path.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "JumpSpider", "Name": "JumpSpider", "Notes": "A spider enemy that jumps when the player is in its range. It attacks passively as the player receives damage upon contact. It can be defeated using most of the player's attacks.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "JumpStand", "Name": "JumpStand", "Notes": "A spring-like trampoline that bounces the player into the air when Ground Pounded.", "Games": 3, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "JumpStandAuto", "Name": "JumpStandAuto", "Notes": "A spring-like trampoline that bounces the player into the air when jumping on it.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "Kabokuri", "Name": "Kabokuri", "Notes": "A Goomba that wears a pumpkin mask. It wanders along a set path, and it sporadically emits a blue flame that burns the player upon contact. The enemy itself damages the player upon contact. The pumpkin mask can be destroyed with most of the player's attacks. This will reveal the Goomba. If the player uses a Ground Pound, the mask and the Goomba will be destroyed.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Calculate Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't calculate gravity and the object won't rotate with gravity.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Emit Flame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if it will emit a flame at this point or not.", "Values": [{"Value": "-1", "Notes": "Emits flame"}, {"Value": "0", "Notes": "Doesn't emit flame"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Kameck", "Name": "Kameck", "Notes": "A Koopa Troopa that can cast various magical spells. The object's name declares what spells it casts. If the object's name is FireBallBeamKameck (SMG1) or Kameck (SMG2), it will cast fireballs. If the object's name is TurtleBeamKameck (SMG1), it will cast sliding Koopa Shells. SMG2 features two more variants: KameckKuriboMini and KameckMeramera which create Mini Goombas and Li'l Cinders, respectively. It moves between path points or stays at a fixed position. After casting a spell, it will temporarily disappear. It can be defeated using most of the player's attacks as well as explosions. It drops a single Coin when defeated.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Cast Objects", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many fireballs/enemies/etc. it creates at once. Minimum is 1, maximum is 3. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide Visibility Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it stays visible after casting a spell. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid distance to the player in which it becomes active. Default is 3000.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Attack Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether it attacks the player or not at this point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Appears and attacks player"}, {"Value": "0", "Notes": "Appears and doesn't attack player"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will remain invisible until this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. It can use two special cutscene actions. ザコカメック登場 will make it appear whereas ザコカメック強制死亡 kills it.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Kanina", "Name": "Kanina", "Notes": "A crab enemy that damages the player upon contact. It can be defeated by attacking the weak spot on its back. However, it can be defeated with fireballs, the Spin Drill, Koopa Shells and the Rainbow power-up as well. It can dig through the ground to warp back to its initial spot. KaninaRed drops some Star Bits when defeated whereas Kanina spawns a 1-Up.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Dig?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't dig into the ground.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated. This switch is required in SMG1. Does not work for Kanina in SMG2.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": ["KaninaRed"]}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after it dies or when it gets eaten by Yoshi.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Karikari", "Name": "Karikari", "Notes": "A small enemy that will chase after the player if they get too close. It will try to stick to the player's body to damage them. The player can get rid of them by using a Spin Attack. It can be defeated using most of the player's attacks. If shot by a Star Bit, it will drop three Star Bits instead of one. It can also be defeated by an enemy's explosion crush attack.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}}}, {"InternalName": "Karon", "Name": "Karon", "Notes": "A skeleton enemy that wanders around passively. It will chase after the player to attack them. Its body disassembles when stomped, Ground Pounded, attacked with a Spin Attack or a fireball. However, it will be defeated when the player is using the Rainbow power-up, the Spin Drill or Yoshi's projectiles. Furthermore, it will sink down when touching SinkDown collision or lava collision (SMG2 only).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Don't Stop SW_A Animation?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its idle animation won't stop when SW_A is used and not activated yet.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Use Path Direction Sight?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will only look and move into the path's direction.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will remain inactive while this switch is deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and disassembled by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "KeySwitch", "Name": "KeySwitch", "Notes": "A collectable key that can activate a switch when collected. When it appears through any means, it will start a short appearance cutscene that will lock the game if it's not specified in the zone's CameraParam.bcam file.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated after collecting it.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the key appears.", "Values": [], "Exclusives": []}}}, {"InternalName": "KickStone", "Name": "KickStone", "Notes": "A small stone that can be kicked. It drops a single Star Bit or a Coin when hit by the player or explosions. The object automatically tries to connect to collision within 300 units.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Drops Coin?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will drop a single Coin when kicked. Otherwise, it will drop a Star Bit.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Connector Ignores Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the object's down vector will be used to determine the collision to connect the object to. Otherwise, the object's gravity will be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Don't Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't connect to nearby collision.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "KillerGunnerSingle", "Name": "KillerGunnerSingle", "Notes": "A cannon that periodically shoots a force that will damage the player.", "Games": 1, "Progress": 2, "Parameters": {}}, {"InternalName": "KingTossin", "Name": "KingTossin", "Notes": "A large armadillo boss that will try to attack the player by rolling into them. It can only be defeated by hitting the weak spot with the Rock power-up. When it's not rolling, it will hop around for a few seconds. It may spawn a Power Star if the object and Scenario entry are configured correctly. After the battle ends, the player will return to their last position before the boss fight started.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Vector Register Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will calculate the focal point of a vector register camera. The vector register's camera index is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Power Star ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 does not register a Power Star.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on during the intro cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it. Requires Obj_arg1 to be configured correctly.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "キングトッシンデモ開始位置", "Notes": "Player's position during the intro"}], "Exclusives": []}}}, {"InternalName": "Kinopio", "Name": "Kinopio", "Notes": "The iconic mushroom NPC that can be talked to. It features a wide range of different behaviors and equipment. Furthermore, it can spawn a Power Star if configured correctly.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Blue"}, {"Value": "1", "Notes": "Green"}, {"Value": "2", "Notes": "Purple"}, {"Value": "3", "Notes": "Red"}, {"Value": "4", "Notes": "Yellow"}], "Exclusives": []}, "Obj_arg2": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The animation/behavior to be used.", "Values": [{"Value": "-1", "Notes": "Default"}, {"Value": "0", "Notes": "Spinning"}, {"Value": "1", "Notes": "Breakdancing"}, {"Value": "2", "Notes": "Faster spinning"}, {"Value": "3", "Notes": "Far talking range"}, {"Value": "4", "Notes": "Connects to collision below (Broken in SMG2)"}, {"Value": "5", "Notes": "Swimming"}, {"Value": "6", "Notes": "Digging"}, {"Value": "7", "Notes": "Sleeping"}, {"Value": "8", "Notes": "Spawns Power Star"}, {"Value": "9", "Notes": "Guarding"}, {"Value": "10", "Notes": "Excited/jumping"}, {"Value": "11", "Notes": "Scared"}, {"Value": "12", "Notes": "Holds Star Bit"}, {"Value": "13", "Notes": "Panicking while running"}, {"Value": "14", "Notes": "Scared & turns around (SMG2 only)"}], "Exclusives": []}, "Obj_arg3": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will register a Power Star and spawn it after triggering the correct event flow.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "SW_APPEAR Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it functions when its SW_APPEAR switch gets triggered. This setting is ignored if Obj_arg2 is set to 4.", "Values": [{"Value": "-1", "Notes": "Appears immediately"}, {"Value": "0", "Notes": "Gets launched from box"}], "Exclusives": []}, "Obj_arg5": {"Name": "Strict LOD Distances?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the high-poly model will be used when the player is closer to the object than usual. This also affects the distances for the middle-poly and low-poly models.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Invalidate Sensor?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its body sensor will be invalidated so that all sensor-related interactions have no effect.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Equipment", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The equipment that he wears/carries.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "1", "Notes": "Snorkel"}, {"Value": "2", "Notes": "Pickaxe"}, {"Value": "3", "Notes": "Postman Bag"}, {"Value": "4", "Notes": "Spear and Shield"}, {"Value": "5", "Notes": "Glasses"}, {"Value": "6", "Notes": "Star Bit"}, {"Value": "7", "Notes": "Captain's Headgear"}], "Exclusives": []}, "Point_arg0": {"Name": "Point Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when it arrives at this point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Keeps on walking"}, {"Value": "0", "Notes": "Pauses for 1 second, then proceeds walking"}, {"Value": "1", "Notes": "Pauses for 2 seconds, then proceeds walking"}, {"Value": "2", "Notes": "Hops, then proceeds walking"}, {"Value": "3", "Notes": "Tumbles, then proceeds walking"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 1, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawned after triggering a specific message event flow. Requires Obj_arg2 set to 8.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Kinopio%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 3, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "World 1 unlocked?"}, {"Value": "1", "Notes": "World 2 unlocked?"}, {"Value": "2", "Notes": "Comets unlocked?"}, {"Value": "3", "Notes": "World 3 unlocked?"}, {"Value": "4", "Notes": "World 4 unlocked?"}, {"Value": "5", "Notes": "World 5 unlocked?"}, {"Value": "6", "Notes": "World 6 unlocked?"}, {"Value": "7", "Notes": "Green Stars unlocked?"}, {"Value": "8", "Notes": "120 Stars collected?"}, {"Value": "9", "Notes": "Initialized Starship events?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "KinopioAstro", "Name": "KinopioAstro", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KinopioBank", "Name": "KinopioBank", "Notes": "A Toad that allows the player to store Star Bits that can be shared across save files. He may give players free Star Bits depending on the number of stored Star Bits. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name ファイルセレクトからの開始.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is KinopioBank%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Check bank and initialize if necessary"}, {"Value": "1", "Notes": "Open bank menu"}, {"Value": "2", "Notes": "Give free Star Bits"}, {"Value": "3", "Notes": "Set skip intro"}, {"Value": "4", "Notes": "Save bank & update model"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Should explain bank?"}, {"Value": "1", "Notes": "Allow free Star Bits?"}, {"Value": "2", "Notes": "Is set skip intro?"}, {"Value": "3", "Notes": "Has free Star Bits?"}, {"Value": "10000", "Notes": "1000 Star Bits in bank?"}, {"Value": "10001", "Notes": "2000 Star Bits in bank?"}, {"Value": "10002", "Notes": "4000 Star Bits in bank?"}, {"Value": "10003", "Notes": "6000 Star Bits in bank?"}, {"Value": "10004", "Notes": "8000 Star Bits in bank?"}, {"Value": "10005", "Notes": "9999 Star Bits in bank?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "KinopioPostman", "Name": "KinopioPostman", "Notes": "A Toad that delivers special letters, such as those that open up a new mission. The letters and their appearance conditions are defined in the game's code. Initially, it will be hidden until the player has collected 13 Power Stars. An additional Toad (Kinopio) can be linked to it which will be hidden once this object is set to appear. This uses a very complex dialogue system that doesn't allow for much customization. MarioFaceShipZone provides dialogues, though.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "When activated, the game will check if the player has collected at least 13 Power Stars. If true, Mailtoad will appear.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ位置[郵便屋さんイベント]", "Notes": "Player's position when he delivers a special letter"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "It will register to several cutscenes used on Starship Mario. Its special cutscene action functor causes it to reappear at its initial position. The cutscenes that it registers to are ファイルセレクトからの開始, 郵便屋さんイベント[タスク], 郵便屋さんイベント[ロゼッタ], グランドスター帰還[2回目以降], パワースター帰還, パワースター帰還[NPC紹介], パワースター帰還[アイテム惑星], パワースター帰還[初回] and でしゃばりルイージ終了.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "Uses the dialogues KinopioPostmanOpen, KinopioPostmanLetterNormal, KinopioPostmanNoNewLetter, KinopioPostmanLetterPeach, KinopioPostmanLetterWitch, and KinopioPostmanLetterRosetta. These dialogues are to be specified in the zone's text archive.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "Kiraira", "Name": "Kiraira", "Notes": "A sea mine that is chained to a fixation. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects.", "Games": 3, "Progress": 2, "Parameters": {"SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated after it explodes. Gets deactivated again when it recovers.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Can be used to specify the shape of the chain.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one of the mines in this group explodes, all active mines will turn towards the exploded mine.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "KirairaRail", "Name": "KirairaRail", "Notes": "A sea mine that moves on a path. When the player approaches it, its eyes will open, and it turns towards the player. Touching it will cause it to explode which hurts the player. If hit with a Koopa Shell, its explosion will also target other nearby objects.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": ["KirairaRail"]}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated after it explodes. Gets deactivated again when it recovers.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one of the mines in this group explodes, all active mines will turn towards the exploded mine.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "Koopa", "Name": "Koopa", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaAssaultFallObj", "Name": "KoopaAssaultFallObj", "Notes": "A decorative falling crystal. It's dead by default since its appearance is controlled by the MeetKoopaDemoObj it should be linked to.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Registered but never used.", "Exclusives": []}}}, {"InternalName": "KoopaBattle", "Name": "KoopaBattle", "Notes": "The boss version of Bowser, the main antagonist. He attacks with fire breath and falling meteors (AttackRock) that the player can launch into him. All fights require AttackRock instances, a KoopaDemoChamber and a KoopaBattlePlanet, they should not be linked to it directly, though. Furthermore, the final encounter also requires AttackRockFinal, KoopaFinalStarPlanet and KoopaFinalBattlePos. Additionally, it requires a specific cutscene setup. It always spawns a Power Star when defeated, which requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when he dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the boss battle will start once this switch gets activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after defeating him.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscenes クッパオープニングデモ and クッパダウンデモ which are used for the cutscenes before and after the battle, respectively. Furthermore, KoopaLv3 also registers to クッパ最終戦開始デモ and クッパ最終戦終了デモ which are used before and after the final battle phase, respectively.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "For each encounter, it uses special dialogues during cutscenes. For KoopaLv1 these are DemoKoopaVs1Opening and DemoKoopaVs1Down. For KoopaLv2 these are DemoKoopaVs2Opening and DemoKoopaVs2Down. For KoopaLv3 these are DemoKoopaVs3Opening, DemoKoopaLastBattleStart, DemoKoopaLastBattleEnd.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "KoopaBattleMapCoinPlate", "Name": "KoopaBattleMapCoinPlate", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaBattleMapPlate", "Name": "KoopaBattleMapPlate", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaBattleMapStair", "Name": "KoopaBattleMapStair", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaBattlePlanet", "Name": "KoopaBattlePlanet", "Notes": "A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. It can also register any object linked to it. The appearance and disappearance of the linked objects will be synchronized with this object. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "KoopaDemoChamber", "Name": "KoopaDemoChamber", "Notes": "A generic object with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. Initially, the object is not visible. It can also register any object linked to. The appearance and disappearance of the linked objects will be synchronized with this object.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Break Model?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it loads and creates the destroyed model for use with some special cutscenes.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "KoopaFinalBattlePos", "Name": "KoopaFinalBattlePos", "Notes": "Marks the position of the final boss fight against Bowser that takes place in the sky. It automatically registers to the accessor of Bowser battle setup objects. The Bowser battle sequencer invokes this controller when needed.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the final battle starts.", "Exclusives": []}}}, {"InternalName": "KoopaFinalStarPlanet", "Name": "KoopaFinalStarPlanet", "Notes": "A generic planet with a model and optional collision intended to be used for Bowser battle setups. It automatically registers to the accessor of Bowser battle setup objects. Initially, the object is not visible. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastle", "Name": "KoopaJrCastle", "Notes": "A castle tank boss that is controlled by Bowser Jr. It features rotating three rotating Fire Bars, vents that suck in cloud platforms and a large glass capsule. The player has to Ground Pound the glass three times to defeat the boss. After hitting it twice, the lower portion will emerge from the ground, allowing it to move around the arena. It always spawns a Power Star when defeated.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Starting Index", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Starts the boss battle when activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "The object will use its high-poly models when this switch gets activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ位置[デモ中]", "Notes": "Position during the intro cutscene"}, {"Value": "マリオ位置[デモ後]", "Notes": "Position during the ending cutscene"}, {"Value": "プレイヤー位置", "Notes": "Player's position after defeating it, the player is invisible during that cutscene, though"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Automatically registers to the cutscene with the name クッパJrキャッスル登場.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrCastle is used during the intro cutscene with Bowser Jr.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its balls of electricity can be removed by player 2.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastleCloudStep", "Name": "KoopaJrCastleCloudStep", "Notes": "A stationary cloud platform that can be stood on using the Bee or Cloud power-ups. If the player does not have any of these two power-ups and steps on the platform, it will temporarily disappear. When Ground Pounded, it will temporarily disappear as well, no matter what power-up is currently active. When Bowser Jr.'s Boomsday Machine is charging nearby, it will be attracted by the boss and disappear upon contact.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Broken Shadow Validation", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Does not work due to a bug. When fixed, its shadows will be invalidated unless this argument is set.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastleGate", "Name": "KoopaJrCastleGate", "Notes": "A pair of large gate doors that can be unlocked by activating a switch or by triggering its special cutscene nerve action.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, the gate will be opened when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the switch gets activated after the gate opens through activating SW_A.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action opens the gate.", "Exclusives": []}}}, {"InternalName": "KoopaJrCastleWindUp", "Name": "KoopaJrCastleWindUp", "Notes": "A fan object that creates a gust of wind that can push cloud platforms created by the Cloud power-up. If Bowser Jr.'s Boomsday Machine moves over this fan, it will stop creating the gust.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Wind Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "The length of the wind gust. Default is 1200.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "KoopaJrLv2LiftGenerator", "Name": "KoopaJrLv2LiftGenerator", "Notes": "A controller that periodically generates platforms that move on a set path. The platforms that it creates always use the model KoopaJrLv2Lift. The actual platforms are usually represented by KoopaJrLv2LiftForGenerator objects which have to be linked to the generator.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg6": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes before the first platform appears. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Individual Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames between when each platform spawns. Default is 180.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will start execution when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the platforms will start to appear only after this switch has been activated once.", "Exclusives": []}}}, {"InternalName": "KoopaJrRobot", "Name": "KoopaJrRobot", "Notes": "A robot boss that is controlled by Bowser Jr. It features blue weak spots that have to be destroyed using Bullet Bills. After destroying these spots, the head needs to be attacked. It always spawns a Power Star. Several objects can be linked to it.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after defeating the boss.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated when it attacks with its hammers. Gets deactivated again after performing this attack.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "開始デモ", "Notes": "Player's position during the intro"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Automatically registers to the cutscene with the name クッパJrロボットデモ.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrRobot is used during the intro cutscene with Bowser Jr.", "Exclusives": []}}}, {"InternalName": "KoopaJrRobotBreakableStep", "Name": "KoopaJrRobotBreakableStep", "Notes": "A stationary platform that breaks and falls when hit by a Banzai Bill, Megahammer or other crushing objects. After falling for a couple of seconds, the platform will disappear.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "KoopaJrShip", "Name": "KoopaJrShip", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaNpc", "Name": "KoopaNpc", "Notes": "A small variant of Bowser that lies down on the ground. When attacked, he will stand up and get angry at the player. Unlike most NPCs, it cannot be talked to at all.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated. A bit buggy because it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "KoopaPowerUpSwitch", "Name": "KoopaPowerUpSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaRestarterVs3", "Name": "KoopaRestarterVs3", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaSealField", "Name": "KoopaSealField", "Notes": "A large door that is locked by three (KoopaSealField) or one (KoopaSealFieldMiddle) seals. These seals can be destroyed using Bowser Attack Rocks. One GravityLightRoad and one AttackRockTutorial can be linked to it. The linked AttackRockTutorial will not reappear after destroying the seals. The GravityLightRoad will appear after destroying the seals.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after the player went through the gravity light beam.", "Exclusives": ["KoopaSealField"]}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated after destroying all seals.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 扉イン when entering the door through the gravity light beam.", "Values": [], "Exclusives": []}}}, {"InternalName": "KoopaStatueVomit", "Name": "KoopaStatueVomit", "Notes": "A statue of Bowser that turns around when activating its SW_B switch. The actual laser beam is created by a separate object called ElectricRail.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotates Right?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will rotate to the right. Otherwise, it will rotate to the left.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, this will get activated after the turning around.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "When used, the statue will rotate when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "KoopaSwitchKeeper", "Name": "KoopaSwitchKeeper", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoopaViewSwitchKeeper", "Name": "KoopaViewSwitchKeeper", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "KoteBug", "Name": "KoteBug", "Notes": "A bug-like enemy that remains idle until the player approaches it. If the player has the Bee power-up, it will chase after the player to damage them. Otherwise, it will flee from the player before dropping on its back after a while. This can be accomplished by attacking it with most of the player's attacks as well. Attacking it again will defeat it. However, it can be instantly defeated using a Ground Pound, the Rainbow power-up and the player's fireballs. Usually, it reveals three Star Bits when defeated. However, it drops a Coin when Ground Pounded or stomped.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Kuribo", "Name": "Kuribo", "Notes": "A Goomba that can be defeated using most of the player's attacks. A Spin Attack will stun it, though. It can also be defeated by an enemy's explosion, crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Don't Calculate Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't calculate gravity. Instead, its down vector becomes the gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Initial State", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies its initial behavior.", "Values": [{"Value": "-1", "Notes": "Idle"}, {"Value": "0", "Notes": "Appear forwards from box"}, {"Value": "1", "Notes": "Appear backwards from box"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "KuriboChief", "Name": "KuriboChief", "Notes": "A large Goomba enemy that can only be defeated by stunning it with a Spin Attack and damaging it again with most of the player's attacks. It can also be defeated by an enemy's crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops some Star Bits when damaged through other means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register cameras.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will spawn a Key that will activate this switch when collected.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "KuriboMini", "Name": "KuriboMini", "Notes": "A small Goomba enemy that can be instantly defeated using most of the player's attacks. It can also be defeated by an enemy's explosion, crush or shockwave attack. It wanders around randomly. Once the player gets close, it will chase after the player to damage them. It drops a Coin when stomped or Ground Pounded, and it drops a Star Bit when damaged through other means.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, the object will be killed.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "LargeChain", "Name": "LargeChain", "Notes": "A long decorative chain with a configurable length.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Chain Length", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The length of the chain which determines the number of segments. This value should be explicitly specified.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene nerve action causes the chain to break.", "Exclusives": []}}}, {"InternalName": "LavaBallRisingPlanetLava", "Name": "LavaBallRisingPlanetLava", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaBreakColumn", "Name": "LavaBreakColumn", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaBubble", "Name": "LavaBubble", "Notes": "A small lava bubble that jumps out and back into lava and damages the player upon contact. Obj_arg0 and Obj_arg3 implicitly define how far it jumps, which requires excessive testing.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Jump Velocity", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast it moves when jumping. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Broken Gravity Fall Direction", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the direction it falls in will be affected by gravity. This is effectively useless, since the object never recalculates its gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Gravity Jump Direction?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the direction it jumps in will be its negated gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Jump Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it jumps before disappearing again. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before it appears again. Default is 90.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "LavaFloater", "Name": "LavaFloater", "Notes": "A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It creates rippling lava bubble particles when it sinks. This effect goes by the name LavaBubble and needs to be specified. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp.", "Games": 3, "Progress": 2, "Parameters": {"MoveConditionType": {"Name": "Sinking Distance", "Games": 3, "Description": "How far it can sink when stepped on. Default is 0.", "Values": [], "Exclusives": []}, "RotateSpeed": {"Name": "Sinking Speed", "Games": 3, "Description": "How fast it sinks when stepped on. Default is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rising Speed", "Games": 3, "Description": "How fast it rises up again. Default is 0.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If RotateAccelType is 1 and this switch is activated, the platform won't move.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "LavaGalaxyParts", "Name": "LavaGalaxyParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaGeyser", "Name": "LavaGeyser", "Notes": "A lava geyser that periodically appears and disappear. It damages the player and compatible objects upon contact.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rising Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay until it starts rising up again. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rising Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it stays visible before disappearing again. Default is 180.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the object will only appear while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, the geyser will disappear forever.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "LavaHomeSeesaw", "Name": "LavaHomeSeesaw", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaHomeVolcanoFlow", "Name": "LavaHomeVolcanoFlow", "Notes": "A large decorative volcano eruption effect.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Starts the eruption when this switch is activated.", "Exclusives": []}}}, {"InternalName": "LavaJamboSunPlanet", "Name": "LavaJamboSunPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaProminence", "Name": "LavaProminence", "Notes": "A fireball that appears periodically and moves on a path. It damages the player upon contact. The variant LavaProminenceWithoutShadow has no shadow.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes before it appears again. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "End Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "The offset from the path's end at which the fireball disappears. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will only appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "LavaProminenceTriple", "Name": "LavaProminenceTriple", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaSeparateWaterfall", "Name": "LavaSeparateWaterfall", "Notes": "A large castle-like planet consisting of two halves that move on two separate RailObj instances. The halves do not move until its SW_B gets activated. The RailObj instances can be configured like generic RailMoveObj objects; point_arg0 specifies the movement speed, for instance.", "Games": 2, "Progress": 2, "Parameters": {"SW_B": {"Games": 2, "Needed": false, "Description": "Causes the two halves to start moving once this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "LavaShellTower", "Name": "LavaShellTower", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaSteam", "Name": "LavaSteam", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaStrangeRock", "Name": "LavaStrangeRock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LavaSunPlanet", "Name": "LavaSunPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LeafBoard", "Name": "LeafBoard", "Notes": "A leaf raft that can be steered by the player. Its movement on the Y axis sometimes fails when moving between water areas with different elevations. Furthermore, its ripple effect does not rotate correctly, but this can be fixed by setting the effect's Follow field to T/R.", "Games": 2, "Progress": 2, "Parameters": {"MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "LensFlareArea", "Name": "LensFlareArea", "Notes": "An area that causes lens flare effects on the camera when entered. The lens flare models will be rendered around a proper BrightSun or BrightObj instance.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enabled Models", "Type": "Bitfield", "Games": 3, "Needed": false, "Description": "Bit field of models that should be rendered when entering this area. By default, all models are activated.", "Values": [{"Value": "-1", "Notes": "All"}, {"Value": "2", "Notes": "LensFlareRing"}, {"Value": "4", "Notes": "LensFlareGlow"}, {"Value": "8", "Notes": "LensFlareLine"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "LiftFlower", "Name": "LiftFlower", "Notes": "A platform that disappears and reappears periodically. It always moves into one direction.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far it moves upwards. Default is 600.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Initial Movement Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before it starts moving for the first time. Default is 0.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Can be registered, although it's never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "LightArea", "Name": "LightArea", "Notes": "An area that changes the currently active lighting configuration when entered. The available light configurations as well as their IDs have to be specified in the zone's Light file.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Light ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ID of the light configuration to be used.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "LightFruit", "Name": "LightFruit", "Notes": "A yellow pear that, when eaten, transforms Yoshi into Bulb Yoshi. Can be temporarily destroyed using Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and swung by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "LotusLeaf", "Name": "LotusLeaf", "Notes": "A floating lily pad platform that shakes when the player stands on it.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}}}, {"InternalName": "LuckyDice", "Name": "LuckyDice", "Notes": "A die block that can spawn a single Star Bit, one, three or five 1-Up Mushrooms depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up. Interestingly, it declares 1000 Star Bits, although it can only spawn one.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "LuigiIntrusively", "Name": "LuigiIntrusively", "Notes": "An NPC variant of Luigi. It enables the player to play as Luigi when talked to in a galaxy. However, it will appear only if certain game progress conditions are met.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Special Talk Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use the camera with the name 独自会話 when talked to.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Only used when Obj_arg7 is set. The camera used for talking to him goes by the label 独自会話.", "Values": [], "Exclusives": ["LuigiIntrusively"]}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. If registered to でしゃばりルイージ終了, it can use an incomplete special cutscene functor action that does nothing.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label formats are LuigiIntrusivelyStart%03d and LuigiIntrusively%03d, where %03d is the text message ID. If set to -1, the default dialogue from SceneCommonMessage will be used.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Set Luigi next"}, {"Value": "1", "Notes": "Reset scene"}, {"Value": "2", "Notes": "Make jump & stop music"}, {"Value": "3", "Notes": "Animation played 45 frames"}, {"Value": "10", "Notes": "Show information message"}, {"Value": "11", "Notes": "Information message ended?"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Information message ended?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "LuigiNPC", "Name": "LuigiNPC", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "LuigiTalkNpc", "Name": "LuigiTalkNpc", "Notes": "A non-playable variant of Luigi that can be talked to. However, it will be hidden by default, meaning that SW_APPEAR or SW_AWAKE can be used to make it appear.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable After Luigi Unlocked?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set and Luigi starts appearing in other galaxies, this object won't appear anymore, no matter what.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. For the Starship's cutscene 顔惑星注目会話イベント301 it can use a special cutscene functor action which makes it face the player.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is LuigiTalkNpc%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Set Luigi next"}, {"Value": "1", "Notes": "Reset scene"}, {"Value": "2", "Notes": "Make jump & stop music"}, {"Value": "3", "Notes": "Animation played 45 frames"}, {"Value": "10", "Notes": "Show information message"}, {"Value": "11", "Notes": "Information message ended?"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "World 1 unlocked?"}, {"Value": "1", "Notes": "World 2 unlocked?"}, {"Value": "2", "Notes": "Comets unlocked?"}, {"Value": "3", "Notes": "World 3 unlocked?"}, {"Value": "4", "Notes": "World 4 unlocked?"}, {"Value": "5", "Notes": "World 5 unlocked?"}, {"Value": "6", "Notes": "World 6 unlocked?"}, {"Value": "7", "Notes": "Green Stars unlocked?"}, {"Value": "8", "Notes": "120 Stars collected?"}, {"Value": "9", "Notes": "Initialized Starship events?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "MagicBell", "Name": "MagicBell", "Notes": "A pink-golden bell that can be interacted with by the player and enable a switch afterwards. It can be interacted with by jumping on it, performing a spin attack or - most notably - touching it with the star pointer, making it the only switch that can be activated by the player's cursor.", "Games": 1, "Progress": 2, "Parameters": {"SW_A": {"Games": 1, "Needed": false, "Description": "Activates after player interaction", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Cannot be actiavted when Player 2 points at the bell. However Player 2 can shoot Starbits at it to activate the switch, which Player 1 can't, as they immediately activate the bell when hovering it with their pointer", "Exclusives": []}}}, {"InternalName": "MagmaBoatPlanetIce", "Name": "MagmaBoatPlanetIce", "Notes": "A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). When it appears, the ice model's \"Freeze\" animation plays.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MagmaBoatPlanetMagma", "Name": "MagmaBoatPlanetMagma", "Notes": "A generic planet with a model and collision. It creates an Ice model as well. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). If SW_A gets activated, the ice model appears with its \"Freeze\" animation and the object will disappear shortly after.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the ice model appears and the object itself will disappear shortly after.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated after the ice model appears.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MagmaMeteor", "Name": "MagmaMeteor", "Notes": "A falling lava meteor that creates a lava pool when it lands. Touching the meteor will burn the player. The pool will disappear after three seconds and the meteor will reappear again later on.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the actual meteor appears. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long the object remains invisible until it appears again. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Upwards Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The Y-offset from which the meteor falls down. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Falling Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes for the meteor to fall down. Minimum should be 15. Default is 180.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "MagmaSeaWave", "Name": "MagmaSeaWave", "Notes": "A lava wave that move along a path. If it reaches the last point, it will teleport right back to the first point.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "MameMuimuiAttackMan", "Name": "MameMuimuiAttackMan", "Notes": "The monkey NPC who will prompt the player to play a scoring mini-game where one has to defeat as many Gummits as possible. The mini-game controller (MameMuimuiScorer or MameMuimuiScorerLv2) needs to be linked to it. It will register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes needs to be set up as well.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is MameMuimuiAttackMan%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start mini-game"}, {"Value": "2", "Notes": "Replace number variable with player's score"}, {"Value": "3", "Notes": "Replace number variable with minimum score"}, {"Value": "4", "Notes": "Replace number variable with high score"}, {"Value": "5", "Notes": "Spawn Power Star"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start \"Talk\" animation"}, {"Value": "1", "Notes": "Start \"TalkOk\" animation"}, {"Value": "2", "Notes": "Start \"Jump\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Mini-game started?"}, {"Value": "1", "Notes": "Scored more than minimum?"}, {"Value": "2", "Notes": "New high score?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "MameMuimuiScorer", "Name": "MameMuimuiScorer", "Notes": "A controller for The Chimp's Skating Challenge which sets up the mini-game and Gummits. The offsets and sequences of the Gummits are specified in the ActorInfo files PositionList.bcsv and Sequence.bcsv, respectively. The player has 40 seconds to score points. The default high scores are 500 for MameMuimuiScorer and 600 for MameMuimuiScorerLv2. The object needs to be linked to a MameMuimuiAttackMan instance.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Kept activated while the mini-game is active.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "ゲーム開始位置", "Notes": "Player's position when the mini-game begins"}, {"Value": "ゲーム終了位置", "Notes": "Player's position after the mini-game"}], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The Gummits can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "ManholeCover", "Name": "ManholeCover", "Notes": "A manhole that can be flipped by Ground Pounding on top of it or by jumping through it from below.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the switch will be activated at all times and deactivated while it's flipping.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MarblePlanet", "Name": "MarblePlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MarinePlant", "Name": "MarinePlant", "Notes": "A decorative underwater plant spawner which uses ShapeModelNo to derive the correct model to be loaded.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Plants", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The amount of plants to be placed. Default is 7.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Placement Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "The range in which the plants will be positioned. Default is 200.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "MarioActor", "Name": "MarioActor", "Notes": "A controller that sets the spawn point for the player at the start of a mission and at Checkpoints. May also be used for other things such as the warp areas on the Comet Observatory. If placed in a generic object placement file, this will create a glitchy clone of the player.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Entrance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how the player enters the scene.", "Values": [{"Value": "-1", "Notes": "Spinning"}, {"Value": "1", "Notes": "Standing"}, {"Value": "2", "Notes": "Walking in"}], "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "オープニングカメラマリオ座標", "Notes": "Position during intro sequences"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "The starting camera to be used when spawning at this point.", "Values": [], "Exclusives": []}}}, {"InternalName": "MarioFaceAfterGrandStarTakeOffDemoObj", "Name": "MarioFaceAfterGrandStarTakeOffDemoObj", "Notes": "Creates and registers several objects that appear in the cutscene where Starship Mario takes off to a new world after collecting a Grand Star. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, MarioFaceShipRudder, and MiniWorldWarpPoint. The object needs to appear through a cutscene action.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": true, "Description": "Takes part in the cutscene named グランドスター後発進デモ. It has a cutscene functor action which causes a white screen fade.", "Exclusives": []}}}, {"InternalName": "MarioFacePlanet", "Name": "MarioFacePlanet", "Notes": "A generic planet with a model and collision intended for use on Starship Mario. It also supports fur maps.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Triggering its cutscene functor action will display the Startship Mario explanation text.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "MarioFacePlanetPrevious", "Name": "MarioFacePlanetPrevious", "Notes": "A generic object with a model and collision that tries to register to special Starship Mario cutscenes.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the object appears and deactivated when the object dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscenes スター1個目直後のゲームスタート and マリオ顔惑星変化. For the latter, it registers a special cutscene action nerve which causes the camera to shake and make the screen turn white for two seconds.", "Exclusives": []}}}, {"InternalName": "MarioFacePlanetTakeOffDemoObj", "Name": "MarioFacePlanetTakeOffDemoObj", "Notes": "Creates and registers several objects that appear in the cutscene where Starship Mario takes off for the first time. The individual models that it creates are DemoMarioFaceShipPlanet, Meister, WorldMapAccessPanel, and MarioFaceShipRudder. It does nothing until SW_APPEAR gets activated.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscene named マリオ顔惑星発進デモ.", "Exclusives": []}}}, {"InternalName": "MarioFaceShipNpcRegister", "Name": "MarioFaceShipNpcRegister", "Notes": "Links a compatible parent object to a specific Starship Mario object appearance event. This also sets up and holds the short camera that usually zooms onto the parent object. Compatible objects are any objects with the MarioFaceShipNpcRegister property. The actual events are configured in the respective SystemDataTable files.", "Games": 2, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Event ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The Starship Mario event that it belongs to.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Unknown 1", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Unknown 2", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the parent object gets introduced during the appearance event.", "Values": [], "Exclusives": []}}}, {"InternalName": "MarioLauncher", "Name": "MarioLauncher", "Notes": "A cannon that the player can use to shoot themselves to distant places. The player can freely move the camera around, zoom onto distant parts and leave the cannon again if desired.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shooting Direction", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the rough direction that the player can shoot into.", "Values": [{"Value": "-1", "Notes": "Forwards"}, {"Value": "1", "Notes": "Upwards"}], "Exclusives": []}, "Obj_arg1": {"Name": "Auto-shoot Timer?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the player will be given 5 seconds before the cannon automatically shoots the player.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "This setting won't work properly due to a programming error. When used, it's supposed to prevent the player from entering and using the cannon while this switch is deactivated. This is not always the case though. Activating and deactivating the switch will temporarily fix this issue, but using the cannon will trigger the bug again.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the switch will be activated while the player is inside the cannon. It will be deactivated again once the player leaves the cannon through any means.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when entering the cannon.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "MarioLauncherAttractor", "Name": "MarioLauncherAttractor", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MarioLauncherTarget", "Name": "MarioLauncherTarget", "Notes": "A target for a cannon that the player can be shot against. If the player hits the sensor with the name \"Hit\", they will receive a 1-Up and the Hit animation will be played. However, the NoHit animation will be played when the player hits another part. The object won't react if the player touches it through other means other than using the cannon.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": ["MarioLauncherTargetC"]}}}, {"InternalName": "MarioNoCapArea", "Name": "MarioNoCapArea", "Notes": "An area that hides Mario's cap when entered.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "MechaKoopaPartsArm", "Name": "MechaKoopaPartsArm", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MechaKoopaPartsHead", "Name": "MechaKoopaPartsHead", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MechanicKoopaMini", "Name": "MechanicKoopaMini", "Notes": "A robotic enemy that walks on a path. If the player is nearby, it will pursue the player to attack them with a flame. It can be defeated using a Ground Pound attack, which will cause it to spawn a single Coin. In SMG2, a Key (KeySwitch) can be linked to it which appears once this enemy is defeated.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Jumps when Appearing?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will jump up and turn towards the player when it appears. Does not work in SMG2.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Don't Pause Walking?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't pause while walking.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Don't Calculate Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it won't calculate gravity. Instead, the negated up vector will be used.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't pursue the player until this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "MeetKoopaDemoObj", "Name": "MeetKoopaDemoObj", "Notes": "Creates and registers several objects that appear during the cutscene where Bowser is encountered for the first time. The individual models that it creates are DemoKoopa, DemoKoopaArm, Peach and TicoBaby. Exactly five KoopaAssaultFallObj instances have to be linked to this object. It does nothing until SW_APPEAR gets activated. Once activated, it will occasionally shake the screen.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If activated, Bowser will start to walk around and the falling meteors will appear.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Can be activated or deactivated using cutscene actions.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ピーチ誘拐デモ基準点", "Notes": "Reference point for its objects"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Can take part in a cutscene. It can use a special cutscene nerve action which will start the conversation with Bowser.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text to be displayed can be found in SceneCommonMessage.arc/StoryBook.msbt. The text goes by the prefix DemoMeetKoopa. Furthermore, StoryBook_MeetKoopa_PeachHelp is used for Peach's text.", "Exclusives": []}}}, {"InternalName": "Meister", "Name": "Meister", "Notes": "The large purple Luma NPC that can be talked to. It registers to various Starship Mario cutscenes and events.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Registers Starship Events?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will register and register to various Starship Mario events. This is only read if the current stage is MarioFaceShipGalaxy.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscenes with the names ハラペコスターピースチコ紹介, マリオ顔惑星変化, グランドスター帰還後(ワールド1), グランドスター帰還後(ワールド2), グランドスター帰還後(ワールド3), グランドスター帰還後(ワールド4), グランドスター帰還後(ワールド5), ノーマルエンディング後デモ, スター120個エンディング後デモ, アイテム部屋からの退室, スター1個目直後のゲームスタート, パワースター帰還[初回], and ゲームオーバー後のデモ.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Meister%03d, where %03d is the text message ID. Additionally, it will use various complex dialogues from SceneCommonMessage. If Obj_arg0 is set, it will also load dialogues for the special appearance events from SceneCommonMessage.", "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Has at least 5 Power Stars?"}, {"Value": "1", "Notes": "Number of cleared Power Stars is even?"}, {"Value": "2", "Notes": "Second Wiimote connected?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "MemoryRoadDoor", "Name": "MemoryRoadDoor", "Notes": "A pair of closed doors that can be opened. It also flashes depending on the background music's beat.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Makes the doors open once activated.", "Exclusives": []}}}, {"InternalName": "MemoryRoadStep", "Name": "MemoryRoadStep", "Notes": "A generic map object with a model and collision. It also supports loading a model based on its ShapeModelNo. It will flash depending on the background music's beat.", "Games": 2, "Progress": 2, "Parameters": {"ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "Menbo", "Name": "Menbo", "Notes": "A spider-like enemy that lunges across water. When it touches ice collision, it will be frozen to ice. It can be defeated by stomping, Spin Attacks, Ground Pounding, Yoshi's projectiles, Koopa Shells and explosions.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Move Limit Collision Detection Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "Specifies how far down it looks for the collision that limits its movement. Default is 1000.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name 星の入り江惑星氷化 which is used in Cosmic Cove Galaxy when the main planet gets frozen.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Meramera", "Name": "Meramera", "Notes": "An enemy that can damage the player upon contact. Can be stunned with a Spin Attack which reveals its core. The core can be destroyed by most of Mario's actions.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies its initial behavior.", "Values": [{"Value": "-1", "Notes": "Wait"}, {"Value": "0", "Notes": "Runaway"}, {"Value": "1", "Notes": "Float"}], "Exclusives": []}, "Obj_arg2": {"Name": "Respawns?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it'll keep respawning when killed.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Activated when killed.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "MercatorFixParts", "Name": "MercatorFixParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MercatorRailMoveParts", "Name": "MercatorRailMoveParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MercatorRotateParts", "Name": "MercatorRotateParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MercatorTransformCube", "Name": "MercatorTransformCube", "Notes": "A special area that projects compatible objects inside it onto a sphere around the zone's origin. The area's initial placement will be used for the calculations. Therefore, the switches are effectively useless.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Projection Radius", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The radius of the sphere that the objects will get projected on.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "MessageArea", "Name": "MessageArea", "Notes": "An area that forcibly displays all linked shouting messages when entered.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Message Link ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The message link ID of the shouting messages that should be displayed. Not to be confused with the MessageId of an object.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Metbo", "Name": "Metbo", "Notes": "A Goomba wearing a metal helmet. Therefore, they have to be stunned with a Spin Attack first before the player can stomp its weak spot. However, they can be defeated using the Rainbow power-up, Yoshi's projectiles or by having Yoshi eat them. It drops a Coin or three Star Bits depending on how it was defeated.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will move around only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "MeteoContainer", "Name": "MeteoContainer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MeteorStrikeLauncher", "Name": "MeteorStrikeLauncher", "Notes": "A spawner for meteors that will crumble once they hit collision or the player. They damage the player upon contact. However, MeteorStrikeEnvironment does not interact with the player. If the object is called MeteorStrike, the meteors will only spawn if the spawner object is out of view. If the object is called MeteorCannon, the camera will shake once a meteor crumbles. For some reason, MeteorStrikeEnvironment crashes the game if a meteor hits collision.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fall Speed", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The rate at which the meteors fall. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": true, "Description": "The spawn delay of the individual meteors in seconds. Needs to be a positive number.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Allow Multiple Meteors?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, multiple meteors can move on the path at the same time.", "Values": [], "Exclusives": ["MeteorStrike"]}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the meteors move on.", "Exclusives": []}}}, {"InternalName": "MiniatureGalaxy", "Name": "MiniatureGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MirrorArea", "Name": "MirrorArea", "Notes": "An area that causes compatible objects inside it to create a mirrored model. The mirrored models are usually rendered onto SimpleMirrorObj instances.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Moc", "Name": "Moc", "Notes": "A strange wood NPC that can be talked to.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shape", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The shape to use.", "Values": [{"Value": "-1", "Notes": "Rectangular"}, {"Value": "1", "Notes": "Triangular"}, {"Value": "2", "Notes": "Oval"}], "Exclusives": []}, "Obj_arg1": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will register a Power Star. Its EventFunc needs to be triggered via an event flow node to make it spawn.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Moc%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Unlocked or collected Comet Star?"}, {"Value": "1", "Notes": "Has 100 or more Purple Coins?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "Mogu", "Name": "Mogu", "Notes": "A mole enemy that hides in its hatch if the player is too far away or too close to it. If the player is nearby, it will come out of its hatch, and it will try to attack the player by throwing wrenches at them. It can be stunned by shooting a Star Bit at it or by Ground Pounding nearby. When stunned, it can be defeated using most of the player's attacks. If the stage's name is CannonFleetGalaxy, it will use a greater range in which it can detect the player.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disable Wrench Gravity?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, the wrench that it throws won't be affected by gravity.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "If used, it will only turn to the player and throw wrenches while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Mogucchi", "Name": "Mogucchi", "Notes": "A mole enemy that moves on a set path. The player takes damage by touching it. It can be stunned by Ground Pounding nearby which makes it vulnerable to Spin Attacks. However, it can be defeated with any player attacks, such as fireballs and Koopa Shells.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves on the path. Default is 5.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "MogucchiRefuseTerritory", "Name": "MogucchiRefuseTerritory", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "MogucchiShooter", "Name": "MogucchiShooter", "Notes": "A mole enemy that uses a floating cannon to shoot cannonballs at the player. If the object's name is KillerShooter, it will shoot Bullet Bills instead. It can be defeated using Yoshi's projectiles or explosions.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay between shots. Default is 90.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't shoot projectiles while this switch is not activated. Furthermore, its clipping will be toggled when this switch's state changes.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Monte", "Name": "Monte", "Notes": "An exotic NPC that can be talked to. If enabled, it can throw the player upwards or towards a certain target point.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Blue"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Orange"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "Green"}, {"Value": "6", "Notes": "Purple"}, {"Value": "7", "Notes": "Violet"}], "Exclusives": []}, "Obj_arg1": {"Name": "Chuckster Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The behavior to be used.", "Values": [{"Value": "-1", "Notes": "Idle"}, {"Value": "0", "Notes": "Chuckster"}, {"Value": "1", "Notes": "Undefined, do not use"}], "Exclusives": []}, "Obj_arg2": {"Name": "Throw Height", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How far up the player gets thrown. Default is 700. Ignored if using a GeneralPos to specify the target.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Throw Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The rate at which the player gets thrown. Default is 50.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "モンテ投げターゲット位置", "Notes": "Position to throw the player at"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player gets thrown.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Monte%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "MorphItemCollection", "Name": "MorphItemCollection", "Notes": "Displays a model of a power-up that cannot be collected. These objects only serve a decorative purpose. Natively, only the Spring, Bee, Boo, Fire, Cloud, Rock and Drill power-ups are supported. Can be registered to Starship Mario events via MarioFaceShipNpcRegister.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoBee", "Name": "MorphItemNeoBee", "Notes": "A collectable item that turns the player into a Bee character. This power-up state allows them to fly around like a bee.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoFire", "Name": "MorphItemNeoFire", "Notes": "A collectable item that turns the player into a Fire character. This temporary power-up state allows them to shoot fireballs.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoFoo", "Name": "MorphItemNeoFoo", "Notes": "A collectable item that turns the player into a Flying character. This temporary power-up state allows them to fly around.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Obj_arg7": {"Name": "Unlocking Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the unlocking criteria needed for it to appear. If used in SMG2, it will never appear at all.", "Values": [{"Value": "-1", "Notes": "No special requirement"}, {"Value": "1", "Notes": "Gateway's Red Power Star needs to be collected"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoHopper", "Name": "MorphItemNeoHopper", "Notes": "A collectable item that turns the player into a Spring character. This power-up state allows them to bounce around in a spring.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoIce", "Name": "MorphItemNeoIce", "Notes": "A collectable item that turns the player into an Ice character. This temporary power-up state allows them to create ice platforms when touching water surface.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "MorphItemNeoTeresa", "Name": "MorphItemNeoTeresa", "Notes": "A collectable item that turns the player into a Boo character. This power-up state allows them to hover around like a Boo and pass through some walls.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphItemRock", "Name": "MorphItemRock", "Notes": "A collectable item that turns the player into a Rock character. This power-up state allows them to turn into a rolling rock.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how the item appears after SW_APPEAR gets activated.", "Values": [{"Value": "-1", "Notes": "Appears in place"}, {"Value": "1", "Notes": "Appears above and falls down"}], "Exclusives": []}, "Obj_arg1": {"Name": "Binder Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Enables or disables collision binding.", "Values": [{"Value": "-1", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "Obj_arg2": {"Name": "Landing Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the power-up falls down after appearing or not.", "Values": [{"Value": "-1", "Notes": "Lands when it appears"}, {"Value": "1", "Notes": "Stays in position where it appeared"}], "Exclusives": []}, "Obj_arg3": {"Name": "Inside Bubble?", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies if the item is stored in a bubble or not.", "Values": [{"Value": "-1", "Notes": "Not contained in a bubble"}, {"Value": "1", "Notes": "Contained in a bubble"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow & Clipping Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the shadow and clipping properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow drop direction from gravity once"}, {"Value": "0", "Notes": "Use no shadow"}, {"Value": "1", "Notes": "Calculate shadow"}, {"Value": "2", "Notes": "Calculate shadow drop and direction from gravity"}, {"Value": "3", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}, {"Value": "4", "Notes": "Use spherical clipping and calculate shadow drop direction from gravity once"}], "Exclusives": []}, "Obj_arg5": {"Name": "Appearance Camera Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what appearance event cameras are to be used.", "Values": [{"Value": "-1", "Notes": "No cameras"}, {"Value": "1", "Notes": "Use 出現1"}, {"Value": "2", "Notes": "Use 出現1 and 出現2"}], "Exclusives": []}, "Obj_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how the item rotates. It never visibly rotates while inside a bubble.", "Values": [{"Value": "-1", "Notes": "Always rotates"}, {"Value": "0", "Notes": "Don't rotate"}, {"Value": "1", "Notes": "Rotation updates while outside bubble"}, {"Value": "2", "Notes": "Rotation updates while inside bubble"}], "Exclusives": []}, "Obj_arg7": {"Name": "Breaking Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the rolling rock breaks apart when using the power-up.", "Values": [{"Value": "-1", "Notes": "Breaks automatically after some seconds"}, {"Value": "1", "Notes": "Does not break automatically"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated after it is destroyed.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the item appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "MorphSwitchArea", "Name": "MorphSwitchArea", "Notes": "If the player stays inside this area and fulfills the specified conditions (Obj_arg0), it will activate its SW_A switch. If the player leaves the area again or the condition is not met anymore, the switch will be deactivated again. If Obj_arg0 is set to 1, it will check if the player is \"in rush\". This refers to the state where the player is bound to another object, for example Fluzzard, Rock Mushroom's rolling rock, the Star Ball and more.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to activate the switch.", "Values": [{"Value": "-1", "Notes": "Player has Boo power-up"}, {"Value": "1", "Notes": "Player is \"in rush\""}, {"Value": "2", "Notes": "Player rides Bulb Yoshi"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated or deactivated whether the specified condition is fulfilled or not.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "MovieStarter", "Name": "MovieStarter", "Notes": "Starts and plays a THP cutscene video which interrupts the current game scene.", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Movie ID", "Type": "Integer", "Games": 1, "Needed": true, "Description": "The target movie to play. Using any value not listed will crash the game.", "Values": [{"Value": "0", "Notes": "PrologueA (As Luigi, this movie gets skipped)"}, {"Value": "1", "Notes": "PrologueB (Sends you to Grand Star Rescue)"}, {"Value": "2", "Notes": "FinalBattle, FinalBattleLuigi as Luigi (Sends you to Scenario Select for Bowser's Galaxy Reactor. Can be skipped after watching once.)"}, {"Value": "3", "Notes": "EpilogueA, EpilogueALuigi as Luigi (Screen stays White afterwards, but gameplay is resumed)"}, {"Value": "5", "Notes": "EndingA, EndingALuigi as Luigi (Screen stays Black afterwards, but gameplay is resumed)"}, {"Value": "6", "Notes": "EndingB"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated, making the movie begin.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Activates after the movie finishes", "Exclusives": []}}}, {"InternalName": "MultipleChoiceDice", "Name": "MultipleChoiceDice", "Notes": "A die block that activates a switch depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the die moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when it lands on a red circle face.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated when it lands on a blue cross face.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "MysteryMountainPlanet", "Name": "MysteryMountainPlanet", "Notes": "A collision-less cake planet that is wrapped inside a present box. It uses the two animations BoxVanish and CakeVanish, which cause the box and cake to vanish if SW_A is activated. If the player is within 3000 units while the object is being initialized, the cake will automatically vanish.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the vanish animations will be played.", "Exclusives": []}}}, {"InternalName": "NeedlePlant", "Name": "NeedlePlant", "Notes": "A spiky plant that damages the player when touched. It can be destroyed with fireballs, Yoshi's projectiles, the Rock power-up and the Rainbow power-up, Coconuts and Stretch Plants.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The item to be spawned after spinning near it.", "Values": [{"Value": "-1", "Notes": "1 Coin"}, {"Value": "0", "Notes": "3 Star Bits (SMG1 only)"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": []}, "Obj_arg1": {"Name": "Validate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be enabled.", "Values": [], "Exclusives": ["NeedlePlantFly"]}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies. Due to an oversight, this does not work for NeedlePlant in SMG2.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "NeedleTrap", "Name": "NeedleTrap", "Notes": "A trap panel with spikes that pop out periodically. They will disappear again after 1.5 seconds.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "First Appearance Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The delay in frames before the spikes appear for the first time. Default is 0.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Nigero", "Name": "Nigero", "Notes": "A frog-like enemy that jumps and burrows into the ground. If it does so, it will reappear out of a random spot again. They will try to pick up an item if they find one and run away with it. It can pick up Coins, Purple Coins, Silver Stars, Star Chips and Blue Chips. They can be defeated by having Yoshi eat them or by stomping on top of them. However, they will reappear again after a few seconds.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "NokonokoLand", "Name": "NokonokoLand", "Notes": "A small turtle enemy that walks around passively. Touching it damages the player. When stunned with a Spin Attack, it enters its shell which can be picked up by the player. Green is the default color. Red ones move slightly faster. Blue ones behave exactly like green ones.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Blue"}], "Exclusives": []}, "Obj_arg3": {"Name": "Doesn't Respawn?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will not respawn after destroying its shell.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Turn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves when it arrives at this point.", "Values": [{"Value": "-1", "Notes": "Keeps on walking and does nothing special"}, {"Value": "0", "Notes": "Pauses and looks around, then proceeds walking"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action causes it to appear.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted, eaten and shot by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "NokonokoLandBig", "Name": "NokonokoLandBig", "Notes": "A big turtle enemy that walks around passively. Touching its body (excluding the shell) damages the player. It can be defeated by the Spin Drill which causes it to drop a single Coin. The player can bounce off its shell. If performed several consecutive times, the player will be awarded a 1-Up on every bounce.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Green"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Blue"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Once activated, it will return to its initial path coordinate.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "NoMessageArea", "Name": "NoMessageArea", "Notes": "An area that prevents the player from talking to NPC-like objects such as Toads or signboards.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "NonSleepArea", "Name": "NonSleepArea", "Notes": "An area that prevents the player from sleeping. Furthermore, this also changes the player's idle animation.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "NormalEndingDemoObj", "Name": "NormalEndingDemoObj", "Notes": "Creates and registers several objects that appear during the ending cutscene where Rosalina visits Starship Mario. The individual models that it creates are DemoMarioFaceShipPlanet, WorldMapAccessPanel, MarioFaceShipRudder, DemoAstroCocoon, DemoAstroPlanet, TicoBaby, Peach, Rosetta, Meister, and GrandStar. Some joints of the models MarioShipTakeOff and DemoAstroPlanetNull are used to position the other models.", "Games": 2, "Progress": 2, "Parameters": {"NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ノーマルエンディングデモ基準点", "Notes": "Reference point for its objects"}], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscenes with the names ノーマルエンディング1, ノーマルエンディング2, ノーマルエンディング3, and ノーマルエンディング4. For ノーマルエンディング1 it can use a special cutscene nerve action which makes the actual components appear.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text to be displayed can be found in SceneCommonMessage.arc/StoryBook.msbt. The text goes by the labels DemoEnding1st, DemoEnding2nd, DemoEnding3rd, and DemoEnding4th.", "Exclusives": []}}}, {"InternalName": "NoteFairy", "Name": "NoteFairy", "Notes": "A set of Rainbow Notes that can be collected in order to activate a switch. It can also spawn a Power Star if Obj_arg7 and the galaxy's Scenario file are configured correctly.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Notes", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If set to -1, the necessary notes to play the song will be created. If set to -2, notes will be placed on path points only. Any other positive number specifies how many notes should be spawned, however, this number is ignored when Obj_arg4 is not negative.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "How fast the creator note moves along the path. Requires Obj_arg3 set to any value between 1 and 6 inclusive. Default is 13.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes before the notes disappear again. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the individual notes appear and whether a short cutscene should be played or not.", "Values": [{"Value": "-1", "Notes": "Notes already there"}, {"Value": "1", "Notes": "Single note appears, moves along path and creates other notes, starts appearance camera"}, {"Value": "2", "Notes": "Single note appears, moves along path and creates other notes, starts appearance camera"}, {"Value": "3", "Notes": "Single note moves on path and creates trail of notes, cutscene runs until all notes have appeared"}, {"Value": "4", "Notes": "Notes appear one by one, starts appearance camera"}, {"Value": "5", "Notes": "Notes appear one by one"}, {"Value": "6", "Notes": "Notes appear one by one, no appearance jingle plays"}], "Exclusives": []}, "Obj_arg4": {"Name": "Song Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the song that should be played.", "Values": [{"Value": "-2", "Notes": "Low ascending notes"}, {"Value": "-1", "Notes": "Ascending notes"}, {"Value": "0", "Notes": "Extended SMB Theme Intro (unused), 13 notes"}, {"Value": "1", "Notes": "SMB Theme Intro (unused), 7 notes"}, {"Value": "2", "Notes": "SMB Underground, 43 notes"}, {"Value": "3", "Notes": "SMB Theme Intro (unused), 7 notes"}, {"Value": "4", "Notes": "SMB Underwater, 46 notes"}, {"Value": "5", "Notes": "SMW Bonus Stage, 64 notes"}], "Exclusives": []}, "Obj_arg5": {"Name": "Completion SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Can be used to enable the completion jingle.", "Values": [{"Value": "-1", "Notes": "Don't play completion jingle"}, {"Value": "0", "Notes": "Play completion jingle"}], "Exclusives": []}, "Obj_arg6": {"Name": "BGM Change Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the stage's BGM will be changed while the notes are active.", "Values": [{"Value": "-1", "Notes": "Mute stage's BGM"}, {"Value": "1", "Notes": "Lower stage's BGM volume"}], "Exclusives": []}, "Obj_arg7": {"Name": "Power Star Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether a Power Star should be spawned and how it appears.", "Values": [{"Value": "-1", "Notes": "Doesn't spawn Power Star"}, {"Value": "1", "Notes": "Spawn Power Star from object's position"}, {"Value": "2", "Notes": "Spawn Power Star from note's position"}, {"Value": "3", "Notes": "Spawn Power Star from note's position"}], "Exclusives": []}, "Path_arg0": {"Name": "Note Play Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Specifies how long each note play out. Only used when Obj_arg0 is set to -2.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after collecting all notes.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, all notes will be destroyed once this switch is deactivated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the notes will be placed on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawns once all notes have been collected. Requires Obj_arg7 to be configured correctly.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the notes appear. This is only used by a few appearance types.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "NPCSupportRail", "Name": "NPCSupportRail", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Nyoropon", "Name": "Nyoropon", "Notes": "A tube worm-like enemy that opens its eyes and tries to block the player's movement when approached. When the player touches it, they'll be damaged. It can be defeated with a Koopa Shell or by the light shone by the shell itself. Furthermore, the player can use Spin Attacks or Star Bits to defeat it. This causes it to drop three Star Bits.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Eyes Open During Intro?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its eyes will be opened during a mission's intro sequence.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "OceanBowl", "Name": "OceanBowl", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanFloaterLandParts", "Name": "OceanFloaterLandParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanRing", "Name": "OceanRing", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanSmallTurtle", "Name": "OceanSmallTurtle", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OceanSphere", "Name": "OceanSphere", "Notes": "A sphere of water that essentially functions as a visible WaterArea. If the stage's name is TearDropGalaxy, it becomes translucent and uses a lighter shade of blue; if the stage's name is SkullSharkGalaxy, it retains the dark blue color but becomes translucent as well. When it appears through a cutscene, the water will scale up first.", "Games": 3, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. The object won't appear until this cutscene causes it to do so through a cutscene action.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. Only works if the object isn't already part of another cutscene.", "Exclusives": []}}}, {"InternalName": "OceanWaveFloater", "Name": "OceanWaveFloater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OldFortressCover", "Name": "OldFortressCover", "Notes": "A cover that can be moved once by activating its SW_A switch. Its \"Move\" animation specifies how it moves. After that, the cover will not disappear.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Open?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, SW_A will be ignored.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Opens when this switch gets activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "OmoteuLandSky", "Name": "OmoteuLandSky", "Notes": "A decorative background model meant to be placed around entire galaxies. It has gravity-indicating arrows that point upwards or downwards depending on the player's gravity.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "OnimasuArea", "Name": "OnimasuArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OnimasuJump", "Name": "OnimasuJump", "Notes": "A stone box enemy that jumps between its path points. By default, the jumping velocity is so low that the jump is barely noticeable. The direction it rotates to while moving can be configured as well.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it pauses before moving. Default is 90.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Move Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes to move to the next point. This also affects the jump velocity. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Comet Pause Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it pauses before moving during a Double Time comet. Default is 45.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Comet Move Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes to move to the next point during a Double Time Comet. This also affects the jump velocity. Default is 15.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Turn Direction", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to turn and move at this point.", "Values": [{"Value": "-1", "Notes": "Rotates forward"}, {"Value": "0", "Notes": "Rotates left"}, {"Value": "1", "Notes": "Rotates right"}, {"Value": "2", "Notes": "Rotates backward & remains at point before moving."}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it won't move until this switch gets activated once.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "OnimasuPivot", "Name": "OnimasuPivot", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "OpeningDemoObj", "Name": "OpeningDemoObj", "Notes": "Creates and registers several objects that appear during the opening cutscene where Mario receives the letter from Peach and appears through a Warp Pipe. The object's placement specifies where the Warp Pipe appears from. The individual models that it creates are PeachShootingStar, PeachPrologueSky, and EarthenPipe. Furthermore, it uses the layouts PrologueText and PeachLetterMini. Before the player appears, the music STM_SMG2_EV_PROLOGUE_02 starts to play.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Appears when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "OtaKing", "Name": "OtaKing", "Notes": "A large octopus boss that resides in a large lava pool. In order to defeat it, the player has to fling its coconuts back against him. It shoots either three fireballs or a coconut. After the first phase, it will start to spawn Blue Podoboos. In SMG1, it will always spawn a Power Star when defeated, which requires a properly configured Scenario entry. There's also a \"Spicy\" variant which requires a few more hits. This variant does not spawn the long tentacles, though. If added and used in SMG2, it will crash the game when skipping the intro cutscene as the code does not account for the missing tentacles.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Spicy Variant?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it loads the models for the Spicy variant and requires more hits to be defeated.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Starts the boss fight once activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated after starting the third phase (after he looses the crown).", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Its coconuts can be targeted and fetched by player 2.", "Exclusives": []}}}, {"InternalName": "OtaRock", "Name": "OtaRock", "Notes": "An octopus enemy that attacks the player by spitting fireballs and coconuts at them. It can be defeated with a Koopa Shell, a coconut, or any attacks caused by another enemy.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Always Shoots Fireballs?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will spit fireballs instead of coconuts.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Starts With Coconut?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will begin to spit a coconut instead of a fireball.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it remains passive while this switch is not activated. It's intended to be placed inside a TakoBarrelA or another container when using this switch. Once activated, it will hop out and behave as usual.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Its coconuts can be targeted and fetched by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "OtaRockTank", "Name": "OtaRockTank", "Notes": "A green octopus boss that drives in a wheeled barrel. It can shoot multiple fireballs and coconuts from its blasters. It moves along a path, and it may stop at a path point to spit some projectiles. The fireballs create Matter Splatter holes when they land. It can be defeated by flinging coconuts against it multiple times. After defeating it, it may spawn a Power Star if the object and Scenario entry are configured correctly.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it registers a Power Star to be spawned after defeating it.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Multiple Attacks", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Can be used to disable multiple attacks while it moves on the path segment from this to the next point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Can attack multiple times on segment"}, {"Value": "0", "Notes": "Don't attack multiple times on segment"}], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it. Requires Obj_arg0 to be set.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ボス戦デモ開始位置", "Notes": "Position during the intro"}, {"Value": "着弾点0", "Notes": "Projectile impact point"}, {"Value": "着弾点1", "Notes": "Projectile impact point"}, {"Value": "着弾点2", "Notes": "Projectile impact point"}, {"Value": "着弾点3", "Notes": "Projectile impact point"}, {"Value": "着弾点4", "Notes": "Projectile impact point"}, {"Value": "着弾点5", "Notes": "Projectile impact point"}, {"Value": "着弾点6", "Notes": "Projectile impact point"}, {"Value": "着弾点7", "Notes": "Projectile impact point"}, {"Value": "着弾点8", "Notes": "Projectile impact point"}, {"Value": "着弾点9", "Notes": "Projectile impact point"}, {"Value": "着弾点10", "Notes": "Projectile impact point"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used during the battle.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its coconuts can be targeted and fetched by player 2.", "Exclusives": []}}}, {"InternalName": "PackunFlowerBig", "Name": "PackunFlowerBig", "Notes": "A huge plant enemy that emerges from the ground. Unlike most enemies, it cannot be defeated at all. However, it can be stunned with a Spin Attack or a Star Bit.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "PackunPetit", "Name": "PackunPetit", "Notes": "A plant enemy that tries to bite the player if they are nearby. It can be defeated through all player attacks as well as some enemy attacks. Once defeated, it will either drop a Coin or three Star Bits depending on how it was defeated.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Turn?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't turn around.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Use Collision Binder?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use a collision binder which makes it react to collision. Furthermore, it will also react to gravity instead of being in a locked position.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies. It won't drop any items when killed, however.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PalmIsland", "Name": "PalmIsland", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PartsModel", "Name": "PartsModel", "Notes": "A \"minor object\" that gets created by a parent object that it is linked to. Therefore, it cannot be placed on its own. It comes with a model, optional collision, effects and sounds. How it gets used depends on the parent object.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "Patakuri", "Name": "Patakuri", "Notes": "A Goomba with wings that flies across a set path. It can be defeated by stomping or Ground Pounding on top of it. All other attacks cause it to lose its wings, turning it into a regular Goomba.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "PatakuriBig", "Name": "PatakuriBig", "Notes": "A huge Goomba with wings that flies across a set path. Any of the player's attacks cause it to lose its wings, turning it into a regular Big Goomba.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Created but never used.", "Exclusives": []}}}, {"InternalName": "Peach", "Name": "Peach", "Notes": "An NPC version of Mario's eternal damsel in distress that can be talked to. When attacked, she will pull an umbrella to defend herself. However, this behavior is exclusive to SMG2.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Peach%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PeachCastleGardenPlanet", "Name": "PeachCastleGardenPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PeachCastleNightPlanet", "Name": "PeachCastleNightPlanet", "Notes": "A generic planet with a model and optional collision that is meant to show fireworks. The \"Fire\" sound effect is synchronized with the object's particles. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. This planet supports optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Penguin", "Name": "Penguin", "Notes": "A cute penguin NPC that can be talked to.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it behaves.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "0", "Notes": "Sitting"}, {"Value": "1", "Notes": "Underwater"}, {"Value": "2", "Notes": "Swimming"}, {"Value": "3", "Notes": "Jumping & diving"}, {"Value": "4", "Notes": "Rides Koopa Shell"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Running"}], "Exclusives": []}, "Obj_arg7": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Blue"}, {"Value": "1", "Notes": "Green"}, {"Value": "2", "Notes": "Purple"}, {"Value": "3", "Notes": "Red"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Penguin%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PenguinCoach", "Name": "PenguinCoach", "Notes": "A tall penguin NPC that can be talked to. In SMG1, it also controls parts of the surfing mini-game by interacting with a grouped SurfRay object.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Event Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies whether it should register a Power Star and join races. Default is 0.", "Values": [{"Value": "0", "Notes": "Default"}, {"Value": "1", "Notes": "Register Power Star"}, {"Value": "2", "Notes": "Register Power Star, joins race, uses tutorial"}, {"Value": "3", "Notes": "Register Power Star, joins race"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 1, "Needed": false, "Description": "Groups PenguinCoach and SurfRay. This is used to notify SurfRay about the tutorial states. This object only registers to this group if Obj_arg0 is set to 2 or 3.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Uses 会話 when talking. If Obj_arg0 is 2, it will use チュートリアル for the tutorial.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action causes it to return to its initial position.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is PenguinCoach%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 1, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Activate SW_A"}, {"Value": "1", "Notes": "Spawn Power Star"}, {"Value": "2", "Notes": "Kill player"}], "Exclusives": []}, "BranchFunc": {"Games": 1, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Player carries any object?"}, {"Value": "1", "Notes": "Player carries Gold Shell?"}, {"Value": "2", "Notes": "Finished surfing tutorial?"}, {"Value": "3", "Notes": "Race ended?"}, {"Value": "4", "Notes": "Race time is less than 1:30"}, {"Value": "5", "Notes": "Race time is less than 3:00"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PenguinMaster", "Name": "PenguinMaster", "Notes": "An elderly penguin NPC that can be talked to.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is PenguinMaster%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PenguinRacer", "Name": "PenguinRacer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PenguinRacerLeader", "Name": "PenguinRacerLeader", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PenguinSkater", "Name": "PenguinSkater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PenguinStudent", "Name": "PenguinStudent", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Petari", "Name": "Petari", "Notes": "A bag-like enemy that wanders around while becoming fully invisible. However, its path is indicated by the footprints it creates. If the player isn't too close, it will pause and turn visible. It will start to wander around again if the player comes closer, though. It can be defeated using Spin Attacks, Ground Pounds, stomping, fireballs, the Rainbow power-up as well as by having Yoshi eat it. Once defeated, it will drop 20 Star Bits.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Footprint Y Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far to displace each footprint below the object's position. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many Star Bits it can spawn when defeated. Default is 20.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "PetitPorter", "Name": "PetitPorter", "Notes": "A dish that teleports the player to a specified destination point. It can be activated by using a Spin Attack while standing on it. The player will be teleported back to the teleporter after the specified amount of time elapsed. The destination point (PetitPorterWarpPoint) needs to be specified, however, the return point (PetitPorterExitPoint) can be specified.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Teleporter Group ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The teleporter's group which can be used to link warp and exit points to it.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Timer", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before the player gets teleported back again. Default is 600.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated while the teleporter is still active. Gets deactivated once it becomes unusable.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets activated once the player teleports to the destination and gets deactivated again after the timer runs out.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used for multiple warping circumstances. 基点でワープイン is used when warping from the teleporter. ワープ点でワープアウト is used when the player appears at the destination point. ワープ点でワープイン is used when the player gets teleported after the timer runs out. 基点でワープアウト is used when the player appears at the return point.", "Values": [], "Exclusives": []}}}, {"InternalName": "PetitPorterExitPoint", "Name": "PetitPorterExitPoint", "Notes": "A point in space that can be used to specify the position where the player gets teleported to after the timer of a Bonus Planet Teleporter runs out. It can be grouped with a corresponding teleporter using Obj_arg0.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Teleporter Group ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The teleporter group to which this point belongs.", "Values": [], "Exclusives": []}}}, {"InternalName": "PetitPorterWarpPoint", "Name": "PetitPorterWarpPoint", "Notes": "A point in space that is used to specify the position where the player gets teleported to when using a Bonus Planet Teleporter. It can be grouped with a corresponding teleporter using Obj_arg0.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Teleporter Group ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The teleporter group to which this point belongs.", "Values": [], "Exclusives": []}}}, {"InternalName": "Peto", "Name": "Peto", "Notes": "A purple blob enemy that creates fields of electricity. It jumps around randomly or between fixed path points. It can be defeated with all player attacks as well as explosions, which causes it to drop a Coin.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "Animations, velocity and update rates are adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path points to jump between.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "PhantomShipBoxFloater", "Name": "PhantomShipBoxFloater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PhantomShipBridge", "Name": "PhantomShipBridge", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PhantomShipHandle", "Name": "PhantomShipHandle", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PhantomTorch", "Name": "PhantomTorch", "Notes": "A flame that burns the player and other compatible objects upon contact. It can be extinguished using a Spin Attack.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the item to be spawned after putting out the fire.", "Values": [{"Value": "-1", "Notes": "Coin"}, {"Value": "0", "Notes": "Star Bit"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": []}, "Obj_arg1": {"Name": "Decorative?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the flame won't burn anything, and it can't be extinguished.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups other objects of the same kind. Special sound effects will be played when extinguishing the flames in this group. The limit of objects in a group is 32.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and extinguished by player 2.", "Exclusives": []}}}, {"InternalName": "Pichan", "Name": "Pichan", "Notes": "An orange bird NPC that can be talked to. Fluzzard (GliBird) needs to be added as a separate object. It can register a Power Star, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the mini-game.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will register a Power Star. Its EventFunc needs to be triggered via an event flow node to make it spawn.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Initialize Tutorial?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the tutorial controller will be created, thus enabling the tutorial sequence. This only works in gliding stages, namely JungleGliderGalaxy and ChallengeGliderGalaxy.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "レース開始時マリオ位置", "Notes": "Player's position before the race"}, {"Value": "レース終了後位置", "Notes": "Player's position after the race"}, {"Value": "ピーチャン位置[スター渡し]", "Notes": "Its position after the race"}], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Pichan%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start mini-game"}, {"Value": "1", "Notes": "Spawn Power Star"}, {"Value": "2", "Notes": "Start tutorial"}, {"Value": "3", "Notes": "Prepare race objects"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start \"Talk\" animation"}, {"Value": "1", "Notes": "Start \"TalkAngry\" animation"}, {"Value": "2", "Notes": "Start \"TalkCry\" animation"}, {"Value": "3", "Notes": "Start \"TalkSmile\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Race ended in time?"}, {"Value": "1", "Notes": "Played gliding tutorial?"}, {"Value": "2", "Notes": "First place?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PichanRacer", "Name": "PichanRacer", "Notes": "A bird NPC intended for gliding races that moves in a predefined GST motion during the race. The GST motion data for it can be found in the gst folder of the Galaxy's Ghost archive. It can register a Power Star if Obj_arg0 is 0, however, this requires a properly configured Scenario entry. A complex dialogue with flow nodes should be set up in order to control the race.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame / Power Star", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. If 0, this also registers a Power Star to be spawned via event flow nodes. Default is 0.", "Values": [{"Value": "0", "Notes": "Black"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Purple"}, {"Value": "3", "Notes": "Green"}, {"Value": "4", "Notes": "Blue"}], "Exclusives": []}, "Obj_arg7": {"Name": "GST File ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the GST file to be loaded. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "ピーチャンレーサーレース終了後位置", "Notes": "Its position after the race"}], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is PichanRacer%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}, {"Value": "3", "Notes": "Prepare race objects"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Race ended in time?"}, {"Value": "1", "Notes": "Played gliding tutorial?"}, {"Value": "2", "Notes": "First place?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PicketSwitch", "Name": "PicketSwitch", "Notes": "A stump that can be Ground Pounded in order to activate a switch.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated after Ground Pounding the stump.", "Exclusives": []}}}, {"InternalName": "PictureJoinPlanet", "Name": "PictureJoinPlanet", "Notes": "A generic map object with a model and optional collision that acts as a BaseMtxFollowTarget. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "PipeModeCube", "Name": "PipeModeCube", "Notes": "An area that changes the direction the player is moving to by 90 degrees as soon as entered, presumably intended to be used to connect two PlaneModeCube areas around a corner.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneCircularModeCube", "Name": "PlaneCircularModeCube", "Notes": "An area that restricts the player's movement to a 2D plane while the player is inside it. The movement direction is adjusted for moving around a circular center point. Basically, this also allows the player to keep running into the direction the stick was held in first. This area may be a bit complicated to use, so it's advised to take a look at Tarantox's zone in SMG1.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneCollisionArea", "Name": "PlaneCollisionArea", "Notes": "An area that extends the player's sensor range to detect items. This allows the player to collect an item while they stand closely behind or in front of it. This depends on the camera's view direction.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneModeCube", "Name": "PlaneModeCube", "Notes": "An area that restricts the player's movement to a 2D plane while the player is inside it.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlanetMap", "Name": "PlanetMap", "Notes": "A generic planet with a model and optional collision. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Any object defined in PlanetMapDataTable usually becomes a PlanetMap object, excluding some objects. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. If used, it won't appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "PlanetMapAnimLow", "Name": "PlanetMapAnimLow", "Notes": "A generic planet with a model and optional collision whose Low model is animated. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. If used, it won't appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "PlanetMapFarClippable", "Name": "PlanetMapFarClippable", "Notes": "A generic planet with a model and optional collision with a far clipping distance of 50 meters. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models. In SMG2, this class supports fur maps.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. If used, it won't appear until its appear cutscene action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["ChallengeGliderStartPlanet", "GliderStartWoodPlanet", "ItemCollectionPlanet"]}}}, {"InternalName": "PlanetMapPress", "Name": "PlanetMapPress", "Notes": "A generic planet with a model and optional collision whose collision may crush the player. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "PlanetMapProjmap", "Name": "PlanetMapProjmap", "Notes": "A generic planet with a model and optional collision that uses a projection map matrix. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "PlanetMapStrongLight", "Name": "PlanetMapStrongLight", "Notes": "A generic planet with a model and optional collision that is affected by strong light. The normal collision mesh has the same name as the object itself. However, it also supports WaterSurface and MoveLimit collision meshes. If the model has a joint named Move, the collision will be set to follow that joint. Furthermore, it can also use particle effects and sounds. Planets support optional Water, Indirect, Bloom, Low and Middle models as well as fur maps.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Sphere Clipping Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The spherical clipping radius. If this setting is 0 or less, the model's bounding radius will be used. This is the default behavior.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Removes the visible model when this switch is active. This retains the collision, though.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "Plant", "Name": "Plant", "Notes": "A beanstalk-like vine that the player can swing along by shaking the Wiimote. Once the player reaches the end of the vine, it will cause them to jump off. The launch speed and angle are configurable.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "How fast the player gets flung off after reaching the end of the plant's path. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Launch Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "At what angle the player gets launched off after reaching the end of the plant's path. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Play Appearance Camera?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will play a short event camera cutscene when its tuber gets popped.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The vine will appear when this switch is activated, rendering its tuber redundant.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Lays out the vine that can be climbed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Uses 出現デモ when it appears and 掴まり while the player is climbing the vine.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its bud can be targeted and opened by player 2.", "Exclusives": []}}}, {"InternalName": "PlantGroup", "Name": "PlantGroup", "Notes": "A group of decorative plants that can appear in many shapes. In SMG2, some objects of this class use ShapeModelNo to derive the proper model to be loaded. The plants attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Plants", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of plants to be placed. Default is 7.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Items", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of items to be spawned. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The kind of item to be spawned.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "1", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. The available colors depend on the used model. See the individual plant objects for detailed lists.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Calculate Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, gravity will be taken into account when positioning the plants.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Prevent Random Rotation?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the individual plants won't be randomly rotated when placed. This setting is always enabled for PlantD02 (sunflower).", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Y Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The Y offset added to every plant's Y coordinate. Default is 0.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Can be used to lay out the plants on a line.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "PlantSlider", "Name": "PlantSlider", "Notes": "A vine with Star Bit Flowers that the player can slide along by grabbing onto the vine. Once the player reaches the end of the vine, it will cause them to jump off. Unlike similar objects, the player doesn't need to swing their Wiimote.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invalidate Flower Clipping?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Invalidates clipping for all flowers while the vine is not being clipped.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Launch Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the player gets launched off the vine. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Launch Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "At what angle the player gets launched off after reaching the end of the plant's path. Default is 25.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Bending Factor", "Type": "Float", "Games": 2, "Needed": false, "Description": "Specifies how much the vine bends when grabbed by the player. This also affects where the player lands. Negative values aren't allowed. Default is 15.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Base Matrix from Front & Side?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the player's base matrix will be calculated from the front and side vectors at the currently touched part of the vine. By default, it will be calculated from front and up vectors. This effect is barely noticeable in game.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Lays out the vine that can be slid on.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 滑り while the player is sliding the vine.", "Values": [], "Exclusives": []}}}, {"InternalName": "PlayAttackMan", "Name": "PlayAttackMan", "Notes": "The monkey NPC that will give the player a Power Star when talked to. It will register a Power Star, however, this requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is PlayAttackMan%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Spawn Power Star"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PlayerMorphLimitArea", "Name": "PlayerMorphLimitArea", "Notes": "An area that restricts the use of power-ups inside this area. If the player leaves the area again, any power-up effects will be removed instantly. Furthermore, the player will automatically dismount Yoshi.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlayerSeArea", "Name": "PlayerSeArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PlayerSideRetainOffArea", "Name": "PlayerSideRetainOffArea", "Notes": "An area that adjusts the player's movement direction all the time. Usually, when a camera change occurs, the player will keep walking into the direction the stick was held before the camera changed. This prevents exactly that.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Poihana", "Name": "Poihana", "Notes": "A strange duck-like enemy that moves around passively and chases after the player if they are nearby. It will then try to fling the player upwards. It cannot be defeated through any means, but the player can stun it using most attacks. Furthermore, it will always try to return to its initial position if it walks too far away from it. It uses a mirror model.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Intensity", "Type": "Float", "Games": 1, "Needed": false, "Description": "How far the player moves upwards when flung. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Behavior", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Specifies its general behavior.", "Values": [{"Value": "-1", "Notes": "Walk around"}, {"Value": "1", "Notes": "Sleeping"}, {"Value": "2", "Notes": "Walk around and reset home position when it flings the player up"}], "Exclusives": []}, "Obj_arg4": {"Name": "Can Drown?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, it can and will drown if it's inside water.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Use Small Binder?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, it will use a smaller collision binder.", "Values": [], "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when it flings the player upwards.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 1, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 1, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MirrorActor": {"Games": 1, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "MoveLimitCollision": {"Games": 1, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Pole", "Name": "Pole", "Notes": "A climbable pole. Pole and PoleNoModel can be climbed from all variants and the player can also climb the top part. PoleSquare and PoleSquareNoModel can be climbed from four directions and the top cannot be reached. In SMG2, Pole2Way was added which can be climbed from two directions only, so it's intended to be used in 2D-restricted sections. In SMG1, there's also code for an unfinished variant called TreeCube, but that one crashes due to missing collision. If placed in TwisterTowerGalaxy, the player will be properly removed from the pole when they touch ground.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Top not Climbable?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the top won't be climbable. This setting is always enabled for PoleSquare and PoleSquareNoModel.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Invert Direction?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the player moves into the opposite direction instead.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Collision Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the collision mesh to be used.", "Values": [{"Value": "-1", "Notes": "Use default collision mesh"}, {"Value": "1", "Notes": "Use \"Pole9m\" collision mesh"}], "Exclusives": ["Pole", "PoleNoModel"]}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["PoleTreeB"]}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when climbing the pole.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. The object won't appear until this cutscene causes it to do so through a cutscene action.", "Exclusives": []}}}, {"InternalName": "PoleObstacleParts", "Name": "PoleObstacleParts", "Notes": "A simple decorative object with a model and collision that can be created by RailPlacementPoleObstacle or by placing it directly.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "Polta", "Name": "Polta", "Notes": "A ghostly rock boss that attacks by throwing large stones against the player. While all of them damage the player when hit, the yellow ones drop a Coin and the black ones cause a Bomb Boo to appear with which the player can attack the boss. During the second phase, the boss creates two rock hands that can be used for attacking the player and defending itself. In SMG1, it will spawn a Power Star, although this requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Starts the boss battle once activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 3, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "ポルタ開始デモプレイヤー位置", "Notes": "Player's position during the intro"}, {"Value": "ポルタデモプレイヤー位置", "Notes": "Player's position during battle cutscenes"}], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its rocks can be targeted, frozen and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "PomponPlant", "Name": "PomponPlant", "Notes": "A bubbly plant that bounces the player off when they touch it. It can spawn items when hit by the player. If one of the players touch the plant with their pointer, it will swing around.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The kind of item to spawn.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Star Bits"}, {"Value": "1", "Notes": "No items"}], "Exclusives": []}, "Obj_arg1": {"Name": "Item Count", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of items to spawn.", "Values": [], "Exclusives": []}}}, {"InternalName": "Popo", "Name": "Popo", "Notes": "A pink enemy that tries to cling onto Yoshi, but runs away from the player under normal circumstances. It can be defeated using Spin Attacks, Ground Pounds or by stomping on top of it. Furthermore, it can be shaken off Yoshi, which defeats it as well.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and attacked by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PositiveDice", "Name": "PositiveDice", "Notes": "A die block that can spawn a single Star Bit or a 1-Up Mushroom depending on the side it lands on when hit. The player can hit it using Spin Attacks, Star Bits, snowballs, fireballs, Yoshi's projectiles and the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Horizontal Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves horizontally when hit. Default is 18.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Vertical Throw Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "How fast the dice moves vertically when hit. Default is 18.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "PostFogArea", "Name": "PostFogArea", "Notes": "An area that renders a fog post effect on the screen while the player is inside it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Inner Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "Ranges from 0 to 10000 inclusive. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Outer Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "Ranges from 0 to 10000 inclusive. Default is 10000.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Alpha", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The alpha channel component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Red", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The red color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Green", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The green color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Blue", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The blue color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Gradient Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies on what parts of the view the fog should be applied on.", "Values": [{"Value": "-1", "Notes": "Background"}, {"Value": "1", "Notes": "Foreground"}, {"Value": "2", "Notes": "Background & foreground"}, {"Value": "3", "Notes": "Middleground"}, {"Value": "4", "Notes": "Background and weak skybox"}, {"Value": "5", "Notes": "Background and strong skybox"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PostOutlineArea", "Name": "PostOutlineArea", "Notes": "An area that renders a thick outline around some edges while the player is inside it.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Intensity", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Thickness and intensity of the outlines. Ranges from 0 to 255.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PowerStar", "Name": "PowerStar", "Notes": "The main collectible in most levels. A Power Star usually represents one specific scenario. When collecting it, a short cutscene will be played. If this is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The scenario to which this Power Star belongs. Should be a valid ID.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Appearance Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, gravity will affect how the Power Star moves during its appearance cutscene.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ignores Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its pose won't be affected by gravity and is instead specified by the initial rotation.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Elliptic Cylinder Shadow?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, an elliptic cylinder will be used as its shadow model instead of an ellipsoid.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appear Nearest Point?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the Power Star will appear at the PowerStarAppearPoint closest to the player. Otherwise, the Power Star's original position will be used if the player is closer to it than to the other points.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": ["PowerStar", "GrandStar"]}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group this object with other PowerStarAppearPoint instances. If the Power Star appears, it will spawn at the instance that the player is closest to. Limit is 16 objects per group. This does not work when spawned after defeating most bosses or after collecting all Purple Coins.", "Exclusives": []}, "LinkNamePos": {"Games": 3, "Needed": false, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "スターゲットデモ座標", "Notes": "Optional placement for its Star Get cutscene"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Power Star appears.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene. It can use two special cutscene nerves for the cutscenes ミニ太陽消失 and グランドスター復活.", "Exclusives": []}, "MirrorActor": {"Games": 3, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. Only supported in HoneyBeeVillageGalaxy2, MokumokuValleyGalaxy2, TwisterTowerGalaxy3 and UndergroundDangeonGalaxy2.", "Exclusives": []}}}, {"InternalName": "PowerStarAppearPoint", "Name": "PowerStarAppearPoint", "Notes": "A spawn point where a grouped Power Star can appear. The spawn point that the player is closest to will be used for appearance.", "Games": 3, "Progress": 2, "Parameters": {"Group": {"Games": 3, "Needed": false, "Description": "Used to group this and other instances to a specific Power Star. Limit is 16 objects per group.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Power Star appears at this point.", "Values": [], "Exclusives": []}}}, {"InternalName": "PowerStarHalo", "Name": "PowerStarHalo", "Notes": "A large decorative light that is meant to be placed around a Power Star. It will disappear if the player is close enough, however, it will reappear again if the player leaves the disappearance range again.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Disappearance Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The range in which it will disappear divided by 100. Default is 70.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Don't Appear During Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't appear during the intro cutscene of a level.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "PrepareKoopaFinalDemoObj", "Name": "PrepareKoopaFinalDemoObj", "Notes": "Creates and registers several objects that appear during the cutscene before entering Bowser's Galaxy Generator. The individual models that it creates are Meister, TicoBaby, and MiniVsKoopaLv3Galaxy.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": true, "Description": "Registers to the cutscene named クッパ最終戦突入. It has a cutscene functor action which causes a white screen fade.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text to be displayed can be found in SceneCommonMessage.arc/StoryBook.msbt. The text goes by the prefix DemoKoopaCastle.", "Exclusives": []}}}, {"InternalName": "PriorDrawAir", "Name": "PriorDrawAir", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section. It gets rendered before many other objects.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ProjectionMapAir", "Name": "ProjectionMapAir", "Notes": "Decorative atmosphere that is meant to be placed around a planet or section. The model uses a projection map matrix.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "Active distance from player's position.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Hide during Intro?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "The air won't appear during the intro if enabled.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Always Active?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Always active if enabled.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Disappears if activated, reappears if deactivated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ProjectionMapSky", "Name": "ProjectionMapSky", "Notes": "A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects. Furthermore, the model uses a projection map matrix.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Mirror Reflection Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a reflection model or not.", "Values": [{"Value": "-1", "Notes": "Don't use reflection model"}, {"Value": "0", "Notes": "Use reflection model"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "PrologueDirector", "Name": "PrologueDirector", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "PTimerSwitch", "Name": "PTimerSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Pukupuku", "Name": "Pukupuku", "Notes": "A fish enemy that swims on a set path if placed underwater or hops around a path if placed elsewhere. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated.", "Games": 3, "Progress": 2, "Parameters": {"Point_arg0": {"Name": "Jump Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it jumps and moves on this point. Default is -1.", "Values": [{"Value": "-1", "Notes": "Jump to next point"}, {"Value": "1", "Notes": "Flies to next point \"in water\""}], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "PukupukuWaterSurface", "Name": "PukupukuWaterSurface", "Notes": "A fish enemy that swims on the surface of the water area it's inside. When it touches ice collision, it will be frozen to ice. It can be defeated through all player attacks, which causes it to drop a Coin or three Star Bits when defeated.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "PullBackArea", "Name": "PullBackArea", "Notes": "An area that returns the player to the last safe position they stood on before entering this area. The game won't treat Ice and GlassIce collision as proper safe collision triangles, however, this can be enabled with a RecoveryFloorControlArea.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Throw Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If used, the player will be thrown out instead of returning to the previous safe collision triangle. This setting is only usable by cylindrical areas. All other shapes will return the player to the previous safe collision triangle.", "Values": [{"Value": "-1", "Notes": "Throw player out"}, {"Value": "1", "Notes": "Return to previous safe collision"}], "Exclusives": ["PullBackArea", "PullBackCylinder"]}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PullTargetBridge", "Name": "PullTargetBridge", "Notes": "An object that can be targeted and pulled with Yoshi's tongue, which causes the object to fall. Unfortunately, there is no object with a proper model that uses this class anymore.", "Games": 2, "Progress": 2, "Parameters": {"YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PullTargetDrawer", "Name": "PullTargetDrawer", "Notes": "A block that can be pulled out using Yoshi's tongue by targeting its handle.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pull Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far the block moves when pulled. Depending on the model's shape, this may be glitchy. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Retract Timer", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before the block retracts again. Default is -1, which disables the timer.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after pulling out the block.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PunchBox", "Name": "PunchBox", "Notes": "A Brick Block that can be destroyed through all player attacks. It may drop a Coin when destroyed. However, when destroyed through SW_A, it drops one Star Bit.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be dropped. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a shadow or not.", "Values": [{"Value": "-1", "Notes": "Use shadow"}, {"Value": "0", "Notes": "Disable shadow"}], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Destroys the block once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": ["PunchBox"]}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "PunchingKinoko", "Name": "PunchingKinoko", "Notes": "A bubbly plant that the player can fling around to damage other objects and enemies. However, if it hits the player, they will lose a lot of Star Bits. If placed inside a ClipDrawArea in SMG2, it will be shrunken down and unusable. When Bulb Yoshi's light surrounds the plant, it will grow back to its usable size.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg7": {"Name": "Camera Register Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the starting index of the vector register camera.", "Values": [], "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Kills the object once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and flung (SMG2 only) by player 2.", "Exclusives": []}}}, {"InternalName": "PurpleCoinCompleteWatcher", "Name": "PurpleCoinCompleteWatcher", "Notes": "A controller that activates a switch once 100 Purple Coins have been collected.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated after collecting 100 Purple Coins.", "Exclusives": []}}}, {"InternalName": "PurpleCoinStarter", "Name": "PurpleCoinStarter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Pyudon", "Name": "Pyudon", "Notes": "A flying bird enemy that smacks onto the player if they walk under it. It can be defeated by stomping, Ground Pounds, Spin Attacks or by having Yoshi eat it, which causes it to drop a Coin or three Star Bits.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will stay passive while the switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "QuakeEffectArea", "Name": "QuakeEffectArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "QuarterRollGravityRoomArrow", "Name": "QuarterRollGravityRoomArrow", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "QuestionBoxGalleryObj", "Name": "QuestionBoxGalleryObj", "Notes": "An object that can have an On and Off state based on Switches. Objects with \"Planet\" in the name have a different \"Hio\". Objects with \"PlanetA\" in the name have an infinite far clip distance", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Starting State", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "Determines the starting state of the object", "Values": [{"Value": "-1", "Notes": "Off (Default)"}, {"Value": "0", "Notes": "On"}], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotate Speed", "Games": 1, "Description": "The speed at which this object rotates. Curiously, the game sets the default value of this to 0x7F7FFFFF and not Zero.", "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "When activated, the object will switch to it's \"On\" state", "Exclusives": []}, "SW_B": {"Games": 1, "Needed": false, "Description": "When activated, the object will switch to it's \"Off\" state", "Exclusives": []}, "Rail": {"Games": 1, "Needed": false, "Description": "The path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 1, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "QuestionCoin", "Name": "QuestionCoin", "Notes": "A large collectable Coin that can activate a switch when collected. It can also make the player jump when collected. The object's up vector is used as the player's jumping direction.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Player Jump Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "If set to a positive value, the player will jump after collecting it. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Player Jump Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the player jumps when collecting the Coin.", "Values": [{"Value": "-1", "Notes": "Normal gravity jump"}, {"Value": "0", "Notes": "Weak gravity jump"}], "Exclusives": []}, "Obj_arg2": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to rotate the object.", "Values": [{"Value": "-1", "Notes": "Rotation affected by gravity"}, {"Value": "1", "Notes": "Rotation ignores gravity"}], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Length Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Unlike most shadow length settings, this one only supports a fixed set of length values.", "Values": [{"Value": "-1", "Notes": "1000"}, {"Value": "1", "Notes": "1500"}, {"Value": "2", "Notes": "2000"}], "Exclusives": []}, "Obj_arg4": {"Name": "Updates Shadow?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when collecting it.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player jumps.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "QuicksandPlanet", "Name": "QuicksandPlanet", "Notes": "A generic planet with a model and collision. It is meant to use collision triangles with AreaMove and/or RailMove floor codes. RailMove only works if the object is connected to a path. If the player stands on these triangles, a moving sand sound effect will be played. It may use two animations called \"Move\" and \"Reverse\"; the former would be played by default.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Reverse?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the \"Reverse\" animation will be played if it exists.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Used for the pushing direction for RailMove collision.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Rabbit", "Name": "Rabbit", "Notes": "A cute rabbit NPC that can be talked to.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Yellow"}, {"Value": "1", "Notes": "Blue"}], "Exclusives": []}, "Obj_arg1": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": true, "Description": "How it behaves.", "Values": [{"Value": "-1", "Notes": "Undefined, do not use"}, {"Value": "0", "Notes": "(SMG1 only) Follows a path and disappears when reaching the last path point, then activates SW_DEAD."}, {"Value": "1", "Notes": "Normal"}, {"Value": "2", "Notes": "Jumps up"}, {"Value": "3", "Notes": "Long jump"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 1, "Needed": false, "Description": "The path that it can move on (Obj_arg1 set to 0).", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is Rabbit%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "RaceRail", "Name": "RaceRail", "Notes": "Lays out the rough layout of a race mini-game.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Race ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The race's internal ID. Default is 0.", "Values": [{"Value": "0", "Notes": "Sea Slide (SMG1) / Wild Glide (SMG2)"}, {"Value": "1", "Notes": "Ghostly (SMG2) / Fleet Glide (SMG2)"}, {"Value": "2", "Notes": "Boo's Boneyard (SMG1)"}, {"Value": "3", "Notes": "Loopdeeloop (SMG1)"}, {"Value": "4", "Notes": "Loopdeeswoop (SMG1)"}], "Exclusives": []}, "Path_arg7": {"Name": "Goal Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid goal point range. Default is 650.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Requires Pass?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, this point needs to be passed by the player.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Lays out the rough course of the race.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "レース開始時マリオ位置", "Notes": "Player's position at the race's start"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the race stars.", "Values": [], "Exclusives": []}}}, {"InternalName": "RailAndRotateMoveObj", "Name": "RailAndRotateMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path and rotates along one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, RotatorRotateSignLoop, RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailBlock", "Name": "RailBlock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RailCoin", "Name": "RailCoin", "Notes": "Creates a group of Coins (RailCoin) or Purple Coins (PurpleRailCoin) that are arranged on a path. Purple Coins can only be used in Purple Comet scenarios or appropriately configured Scenario files.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Coins", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be created. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Coins will disappear again. Default is -1, which makes the Coins appear indefinitely.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Calculation", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the shadow will be calculated at all times and the game takes the shadow range into account when clipping.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Defines how to position and rotate the Coin. May also connect the Coins to the collision below in SMG2, although this feature is broken.", "Values": [{"Value": "-1", "Notes": "Rotation & shadow direction affected by gravity"}, {"Value": "0", "Notes": "Rotation ignores gravity & shadow direction affected by gravity"}, {"Value": "1", "Notes": "Attach to collision below & shadow direction not affected by gravity (SMG2 only)"}], "Exclusives": []}, "Obj_arg7": {"Name": "Inside Bubble?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If true, the Coin will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after collecting all Coins.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Causes all Coins to appear when activated and causes all Coins to disappear when it gets deactivated again.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path to place the Coins on.", "Exclusives": []}, "MercatorTransform": {"Games": 3, "Needed": false, "Description": "Can use Mercator projection for placement.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Coins appear.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If its special action functor gets triggered, all Coins will appear.", "Exclusives": []}}}, {"InternalName": "RailDemoMoveObj", "Name": "RailDemoMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Once it starts moving, it plays a short camera cutscene. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the object starts moving.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveDemoActionObj", "Name": "RailMoveDemoActionObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it has a special cutscene nerve action which starts its DemoMove animation and kills itself afterwards. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action or its special cutscene nerve action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveDisappearStep", "Name": "RailMoveDisappearStep", "Notes": "A stone platform that moves on a path. It will disappear after reaching the path's end.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when the object disappears.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveIndirectObj", "Name": "RailMoveIndirectObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it registers to the indirect map object draw buffer. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveLavaProjmapObj", "Name": "RailMoveLavaProjmapObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its model uses a projection map matrix. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveNormalLift", "Name": "RailMoveNormalLift", "Notes": "A simpler version of RailMoveObj with fewer configuration options. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "RailMoveObj", "Name": "RailMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjBreakAtEnd", "Name": "RailMoveObjBreakAtEnd", "Notes": "A map object with a model and optional collision that usually moves on a set path. Once it reaches the last point, the object kills itself. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed when it reaches the last point or through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjClipParts", "Name": "RailMoveObjClipParts", "Notes": "A path-moving map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the collision will be enabled if and only if this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object will move only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjPress", "Name": "RailMoveObjPress", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hard-coded to be able to crush the player. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjStopEffectEnd", "Name": "RailMoveObjStopEffectEnd", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, its Stop stage effect will only be used if the path doesn't loop and once it reaches the last point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjSwitchShadow", "Name": "RailMoveObjSwitchShadow", "Notes": "A map object with a model and optional collision that usually moves on a set path. Its shadows have to be enabled using SW_A. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Enables the object's shadows once activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjSwitchWarpEnd", "Name": "RailMoveObjSwitchWarpEnd", "Notes": "A map object with a model and optional collision that usually moves on a set path. It will activate SW_DEAD once it reaches the last path point. Additionally, it's also possible to make the platform warp to the last path point using SW_A when the platform isn't moving. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. When it starts moving, it uses the optional effect with the name Start. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Moving and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": true, "Description": "Gets activated when it reaches the last point.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If activated and the object is about to start moving, it will warp to the last path point.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveShadowDropYObj", "Name": "RailMoveShadowDropYObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. The shadows of these objects are hard-coded to always point downwards from the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveTimerObj", "Name": "RailMoveTimerObj", "Notes": "A platform that moves on a set path and disappears after reaching the end. Once it disappears, it will reappear at the start after a few seconds. Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveWithIndirectModelObj", "Name": "RailMoveWithIndirectModelObj", "Notes": "A map object with a model, an Indirect model and optional collision that usually moves on a set path. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveWithReverseAnimObj", "Name": "RailMoveWithReverseAnimObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it will use the animation Reverse instead of Move when it moves back towards the first path point. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailObj", "Name": "RailObj", "Notes": "Represents a subpath whose actual functionality depends on the object that creates it. In the base game, ElectricRailTwoPoint and LavaSeparateWaterfall are the only objects that can use this.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": true, "Description": "The path to be used.", "Exclusives": []}}}, {"InternalName": "RailPlacementPoleObstacle", "Name": "RailPlacementPoleObstacle", "Notes": "Creates paintbrushes that are arranged on a line. The rotation of all paintbrushes is affected by gravity.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Interval", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much space there is between each paintbrush. Default is 100. The value should be positive.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Color Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What paintbrush model to be used.", "Values": [{"Value": "-1", "Notes": "Green (PoleObstaclePartsA)"}, {"Value": "1", "Notes": "Red (PoleObstaclePartsB)"}, {"Value": "2", "Notes": "Blue (PoleObstaclePartsC)"}, {"Value": "3", "Notes": "Yellow (PoleObstaclePartsD)"}], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Lays out the paintbrushes.", "Exclusives": []}}}, {"InternalName": "RailPlanetMap", "Name": "RailPlanetMap", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RailRotateMoveObj", "Name": "RailRotateMoveObj", "Notes": "A map object with a model and optional collision that usually moves and rotates on a set path. The individual path points can specify how to rotate the object. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RailRotatorRotateStart, and RailRotatorRotateLoop. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg2": {"Name": "Rotation Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How fast the object rotates. If Point_arg7 is set to 1, this specifies the time in frames it takes to rotate to the specified angle.", "Values": [], "Exclusives": []}, "Point_arg3": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates.", "Values": [], "Exclusives": []}, "Point_arg4": {"Name": "Rotation Axis", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg6": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object rotates on the path.", "Values": [{"Value": "-1", "Notes": "Rotate at point, pause path movement until finished"}, {"Value": "1", "Notes": "Rotate between this and next point, don't pause path movement"}], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 and Point_arg2 specify speed or time values.", "Values": [{"Value": "-1", "Notes": "Arguments specify speed"}, {"Value": "1", "Notes": "Arguments specify time"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailSeesawMoveObj", "Name": "RailSeesawMoveObj", "Notes": "A map object with a model and optional collision that usually moves on a set path and rotates when stepped on. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, and RailMoverStopAtEndWithPlayerOn. Some sound effects depend on the used rotation type. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove. Furthermore, it also supports the optional animations Move and RailMoveSign; the latter would be used when SignMotionType is set to a value representing the shaking behavior. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg0": {"Name": "Pose Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's pose while moving on the path.", "Values": [{"Value": "-1", "Notes": "Retains initial rotation"}, {"Value": "1", "Notes": "Rotation affected by normal gravity (front is rough path direction, up is negated gravity)"}, {"Value": "2", "Notes": "Rotation affected by normal gravity (front is path direction, up is rough negated gravity)"}, {"Value": "3", "Notes": "Rotation affected by shadow gravity (front is rough path direction, up is negated gravity)"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 2, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on, needs to be stepped on again when it reaches the last point"}, {"Value": "2", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 2, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 2, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 2, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 2, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move on the path until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RainCloud", "Name": "RainCloud", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RandomEffectObj", "Name": "RandomEffectObj", "Notes": "A particles effect with a clipping radius of 1500 (SMG1) / 500 (SMG2) units and a far clipping distance of 400 (SMG1) / 50 (SMG2) meters. The particles will emit after a random amount of frames, where the randomization interval is [Obj_arg0 - Obj_arg1, Obj_arg0 + Obj_arg1]. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Average Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The average time between emissions. Default is 600. In SMG2, this will also invert the cutscene function, meaning that the object will disappear if its cutscene action gets triggered.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Deviation", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The random time deviation. Default is 180.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "RasterScrollArea", "Name": "RasterScrollArea", "Notes": "An area that creates a wobbly screen effect when the player enters it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Stretch Amplitude", "Type": "Float", "Games": 3, "Needed": false, "Description": "How intense the screen should be stretched.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Stretch Height", "Type": "Float", "Games": 3, "Needed": false, "Description": "The vertical stretch factor.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Stretch Width", "Type": "Float", "Games": 3, "Needed": false, "Description": "The horizontal stretch factor.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RecoveryFloorControlArea", "Name": "RecoveryFloorControlArea", "Notes": "Normally, when the player falls into a PullBackArea, they won't be returned to the last position on Ice or GlassIce collision. Instead, the game treats several other collision types as safe rescuing positions. However, this area ignores the check for these two collision types so that these collision triangles are treated as proper rescuing positions.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RedBlueTurnBlock", "Name": "RedBlueTurnBlock", "Notes": "A platform that flips around when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Flips the platform when activated. When deactivated again, the platform returns to its original placement.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "RelayDrill2DPlanet", "Name": "RelayDrill2DPlanet", "Notes": "A generic planet with a model and collision whose collision is deactivated by default. Therefore, the collision has to be activated via SW_A when desired.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Enables the collision once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "RepeatBlock", "Name": "RepeatBlock", "Notes": "A set of small blocks that start out as a normal platform and begin to move like a snake when stepped on by the player. However, if no path was assigned, it won't move at all. The total length of blocks will be (Obj_arg3 + 1) * Obj_arg2. Another RepeatBlock instance can be linked to it, which ensures that all Snake Blocks move once stepped on.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Block Width", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The width of blocks to be created. Default is 2.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Block Height", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The height of blocks to be created. Default is 2.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Block Depth", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The depth of blocks to be created. Default is 2.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Trail Factor", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how long the trail of blocks to be created will be. Default is 3.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which the blocks move. Default is 5.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}}}, {"InternalName": "RepeatBlockShadowChangeArea", "Name": "RepeatBlockShadowChangeArea", "Notes": "An area that changes into what direction the shadows of Snake Blocks point that move inside this area.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Direction Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies into what direction the shadows point.", "Values": [{"Value": "-1", "Notes": "Rightwards"}, {"Value": "1", "Notes": "Leftwards"}, {"Value": "2", "Notes": "Upwards"}, {"Value": "3", "Notes": "Downwards"}, {"Value": "4", "Notes": "Backwards"}, {"Value": "5", "Notes": "Forwards"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RepeatTimerSwitch", "Name": "RepeatTimerSwitch", "Notes": "A controller that activates and deactivates SW_A periodically. It will play a constant ticking noise.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Activated Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before SW_A gets deactivated again. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Deactivated Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes before SW_A gets activated again. Matches Obj_arg0 by default.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will start to function when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated and deactivated periodically.", "Exclusives": []}}}, {"InternalName": "RepeatTimerSwitchingBlock", "Name": "RepeatTimerSwitchingBlock", "Notes": "A Beat Block platform whose visibility changes depending on the background music's beat. By default, the block will be visible, however, this can be inverted.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Invisible Initially?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the block will be invisible initially.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Fast Changes?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the block's visibility changes rapidly.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated if this block isn't visible; gets deactivated if this block is visible.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "The block won't change if this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "RestartCube", "Name": "RestartCube", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RestartObj", "Name": "RestartObj", "Notes": "A checkpoint flag that is used to change the player's respawn point once touched or attacked by them. The respawn point and the flag itself need to be in the same zone. The object attaches to nearby collision.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Spawn Point ID", "Type": "Integer", "Games": 2, "Needed": true, "Description": "The ID of the spawn point that the player should respawn at after activating this flag.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the flag cannot be activated while this switch is not activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and activated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "ReverseGravityRoomPlanet", "Name": "ReverseGravityRoomPlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RevolvingWay", "Name": "RevolvingWay", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RingBeamer", "Name": "RingBeamer", "Notes": "A spiked mechanical enemy that emits circular shockwaves that electrocute the player upon contact. It is stationary and cannot be destroyed through any means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Ring Speed", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The rate at which the individual rings grow. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ring Duration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The lifetime of an individual ring before it disappears. Default is 100.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used by the individual rings.", "Values": [{"Value": "-1", "Notes": "Red"}, {"Value": "1", "Notes": "Yellow"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "It remains passive while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "It will become passive after activating this switch.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one Ring Beamer in this group emits a ring, all the other Ring Beamers will do so as well.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "RisePictureBookPlanet", "Name": "RisePictureBookPlanet", "Notes": "A special pop-up book planet that can ascend and descend again. It also consists of two Blue Flames that are attached to the planet. The flames burn the player and compatible objects upon contact.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, the pop-up book ascends; if deactivated, the pop-up book descends.", "Exclusives": []}}}, {"InternalName": "RockBreakCage", "Name": "RockBreakCage", "Notes": "An obstacle that requires two hits dealt with the Rock power-up to be destroyed.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}}}, {"InternalName": "RockCreator", "Name": "RockCreator", "Notes": "A spawner that creates rolling boulders. The boulders can be destroyed by attacking the red crystal part, however, fireballs don't work. When using the Rock or Rainbow power-ups, the player doesn't have to attack the crystal specifically.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rolling Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it rolls. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The delay in seconds between the spawns. If non-positive, only one instance will spawn. Default is -1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Break at Last Point?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will break once it reaches the last path point.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Path Roll Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that it rolls on the path before falling down. Default is 45.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Decelerate When Attacked?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will decelerate and accelerate again when it successfully damaged an object, such as the player.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Fall Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how it rolls at this point.", "Values": [{"Value": "-1", "Notes": "Rolls down quickly"}, {"Value": "0", "Notes": "Falls down slowly"}], "Exclusives": []}, "Point_arg1": {"Name": "Path Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the movement is affected by the path.", "Values": [{"Value": "-1", "Notes": "Don't change path movement"}, {"Value": "0", "Notes": "Moves along path starting from this point"}], "Exclusives": []}, "Point_arg2": {"Name": "Follow Tangent?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will follow the path's tangent until this point has been reached.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "The boulders will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Stops spawning more boulders once activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the boulders roll on.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "RockReflector", "Name": "RockReflector", "Notes": "A fence that rebounds the player when they roll into it with the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "RollingWaterBreakArea", "Name": "RollingWaterBreakArea", "Notes": "An area that will cause Rolling Water Bubbles without a path to pop when entered.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RollingWaterCreator", "Name": "RollingWaterCreator", "Notes": "Creates rolling water bubbles that trap the player upon contact. The bubbles can move on a set path or roll around with the help of gravity. Bubbles that don't move on a path will pop once they enter a RollingWaterBreakArea.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which the bubbles move on the path. Default is 15.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Delay in seconds before another bubble appears. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Bubble Duration", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Life duration of a single bubble. Default is 10. Only works if no path is assigned.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the player is inside a bubble. Gets deactivated when the player leaves a bubble again.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and popped by player 2.", "Exclusives": []}}}, {"InternalName": "Rosetta_SMG1", "Name": "Rosetta (SMG1)", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Rosetta_SMG2", "Name": "Rosetta (SMG2)", "Notes": "The mother of all Lumas, Rosalina. There's some unfinished functionality for registering a Power Star, but it's not possible to use this without code modifications.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Rosetta%03d, where %03d is the text message ID.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "RosettaChair", "Name": "RosettaChair", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RosettaPictureBook", "Name": "RosettaPictureBook", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RosettaReading", "Name": "RosettaReading", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RotateHammerPressure", "Name": "RotateHammerPressure", "Notes": "A large rotating hammer that can crush the player. Due to the way its shadows are set up, it usually has a rotation angle of 90 degrees. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Up & Side Shadows?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the UpShadow and SideShadow shadows will be invalidated.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Invert Push Collision Up Vector?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the push collision's up vector will be inverted.", "Values": [], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object will rotate only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RotateMoveObj", "Name": "RotateMoveObj", "Notes": "A map object with a model and optional collision that usually rotates around one of its axes. It comes with a huge set of parameters, configurations and optional sound effects. The sound names are self-explanatory: RotateMoveObjStart, RotateMoveObjMove, RotateMoveObjStop, Appear, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Also supports color change (ColorChange.brk) as well as texture change (TexChange.btk/.btp) animations. Lastly, it can also use the stage effects Start, Moving, and Stop.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Games": 3, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object will rotate only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RotateMoveObjClipParts", "Name": "RotateMoveObjClipParts", "Notes": "A rotating map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path. It is also possible to configure optional sounds effects. The sound names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 2, "Progress": 2, "Parameters": {"Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 2, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 2, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 2, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 2, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 2, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 2, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the collision will be enabled if and only if this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object will move only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RotateSeesawTrampoline", "Name": "RotateSeesawTrampoline", "Notes": "A seesaw-like platform that rotates when stepped on. Unlike SimpleSeesawObj, it uses two particle effects named Wait and Move that won't be rotated. It supports three rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove.", "Games": 2, "Progress": 2, "Parameters": {"RotateSpeed": {"Name": "Rotation Speed", "Games": 2, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 2, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 2, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane (SMG2 only)"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 2, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 2, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "RunawayRabbit", "Name": "RunawayRabbit", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RunawayRabbitCollect", "Name": "RunawayRabbitCollect", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "RunawayTico", "Name": "RunawayTico", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SamboHead", "Name": "SamboHead", "Notes": "A green flower enemy that hides in the ground and hops out if the player is nearby. It hops towards the player to damage them. It can be defeated by most of the player's attack. If the player is too far away, it will hide in the ground again.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Doesn't Hide Again?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it won't hide in the ground when the player is too far away from it.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will only come out of the ground if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}}}, {"InternalName": "SandBird", "Name": "SandBird", "Notes": "A platform consisting of various smaller chunks. The chunks are SandBirdParts objects that have to be linked to this object. If no path is assigned, the platform won't move at all. If a path is assigned, it will start moving once the player steps on one of the blocks.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Default Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves on the path. Default is 6.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves from this point.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it can move on.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "SandBirdParts", "Name": "SandBirdParts", "Notes": "A platform chunk to be used by the SandBird object that it is linked to. When hit by an enemy's fireballs, explosions, crushing attacks or fling attacks, it will disappear for a while.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Respawn Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames before it reappears again. Default is 100.", "Values": [], "Exclusives": []}}}, {"InternalName": "SandCapsuleInsidePlanet", "Name": "SandCapsuleInsidePlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SandCapsulePressGround", "Name": "SandCapsulePressGround", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Sandstorm", "Name": "Sandstorm", "Notes": "A sandstorm enemy that moves on a path. Sucks the player in once they get in its range. If the player shakes their Wiimote, they will be launched into the air. SunakazeKun may use two spiky rock obstacles to defend itself.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Rock Obstacles?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Enables the two spiky rock obstacles if set.", "Values": [], "Exclusives": ["SunakazeKun"]}, "Obj_arg1": {"Name": "Use White Color?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "Starts the \"White\" color animation if enabled.", "Values": [], "Exclusives": ["TwisterSanSlim"]}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated while the player is inside the sandstorm.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Specifies the movement path.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when player gets launched.", "Values": [], "Exclusives": []}}}, {"InternalName": "SandUpDownEffectObj", "Name": "SandUpDownEffectObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SandUpDownTriRock", "Name": "SandUpDownTriRock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Sandy", "Name": "Sandy", "Notes": "A strange boss that throws large sand boulders or bombs to attack the player. Sometimes, it opens its large mouth which the player needs to attack with fireballs in order to defeat it. During the second phase, it creates two large cannons that shoot more obstacles. Once defeated, it will spawn a Power Star. However, this requires a properly configured Scenario entry. If SW_APPEAR is not used, the boss battle will start immediately.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "If used, the boss battle will start once this switch gets activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated during the cutscene that plays after defeating it.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオデモ位置", "Notes": "Player's position during cutscenes"}], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Its projectiles can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "ScenarioStarter", "Name": "ScenarioStarter", "Notes": "The controller that sets up the fly-in path sequence for a Star mission. Once the mission starts, the player will fly along the path. In SMG2, the player will be positioned at the start of the path during the intro cutscene. However, in SMG1, a GeneralPos has to be used.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Flight Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes to complete the flight. Default 300.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Camera Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of event cameras to be used during the flight.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Player Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The initial rotation of the player used before the player gets launched. This also affects the angle at which the player lands.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the player will fly along.", "Exclusives": []}, "NamePos": {"Games": 1, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "スタートカメラマリオ座標", "Notes": "Player's position during the intro"}], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when flying. Multiple camera configurations can be used, the count needs to be specified by Obj_arg3, though.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SceneChangeArea", "Name": "SceneChangeArea", "Notes": "An area that ends the current scene and makes the Star Select screen for Sky Station Galaxy (IslandFleetGalaxy) appear.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ScoreAttackCounter", "Name": "ScoreAttackCounter", "Notes": "Specifies the minimum score and the time limit for scoring missions and keeps track of the player's actual score.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Required Score", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required score. Default is 5000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time limit in seconds. Default is 180.", "Values": [], "Exclusives": []}}}, {"InternalName": "ScoreAttackMan", "Name": "ScoreAttackMan", "Notes": "The monkey NPC who will prompt the player to play a scoring mini-game where one has to score a lot of points. The scoring controller (ScoreAttackCounter) that specifies the minimum score and time limit needs to be added as a separate object. It will register a Power Star, however, this requires a properly configured Scenario entry. It will use the player spawn point with MarioNo set to 1 when restarting the mini-game.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Notice Player Range", "Type": "Float", "Games": 2, "Needed": false, "Description": "The range in which it talks to the player automatically. Default is 800.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Gets deactivated after the mini-game. Alternatively, it can be activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after triggering its EventFunc.", "Exclusives": []}, "LinkNamePos": {"Games": 2, "Needed": true, "Description": "Additional placements that need to be linked to the object.", "Values": [{"Value": "マリオ位置", "Notes": "Player's position after the mini-game"}], "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "呼び止め is used when he calls for the player. 再セット会話 is used when talking to the player.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Reset scene"}, {"Value": "1", "Notes": "Replace number variable with high score"}, {"Value": "2", "Notes": "Spawn Power Star"}, {"Value": "3", "Notes": "Start mini-game"}, {"Value": "4", "Notes": "Kill player"}, {"Value": "5", "Notes": "Replace number variable with minimum score"}], "Exclusives": []}, "AnimeFunc": {"Games": 2, "Description": "Object-specific behavior for AnimeFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start \"Talk\" animation"}, {"Value": "1", "Notes": "Start \"TalkOk\" animation"}, {"Value": "2", "Notes": "Start \"Jump\" animation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Mini-game ended?"}, {"Value": "1", "Notes": "Scored more than minimum?"}, {"Value": "2", "Notes": "New high score?"}, {"Value": "3", "Notes": "Current stage is MokumokuValleyGalaxy?"}, {"Value": "4", "Notes": "Current stage is HoneyBeeVillageGalaxy?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "ScreenBlurArea", "Name": "ScreenBlurArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ScrewSwitch", "Name": "ScrewSwitch", "Notes": "A blue screw that can be screwed into its base by using a Spin Attack on it. After that, it will activate a switch. It will be connected to the collision below.", "Games": 1, "Progress": 2, "Parameters": {"SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after spinning.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "ScrewSwitchReverse", "Name": "ScrewSwitchReverse", "Notes": "A yellow screw that can be removed by using a Spin Attack on it. After that, it will activate a switch, and it will try to make the player jump off.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Force Jump?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, it will force the player to jump off the screw after it disappears.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Shadow Length", "Type": "Float", "Games": 1, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after spinning.", "Exclusives": []}, "SW_AWAKE": {"Games": 1, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SeaBottomTriplePropeller", "Name": "SeaBottomTriplePropeller", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SeaGullGroup", "Name": "SeaGullGroup", "Notes": "A group of several decorative seagulls. All seagulls will be placed along the specified path, however, the seagulls will not fly along the path. The number of seagulls to be spawned can be specified as well. If the object is SeaGullGroupMarioFace, the seagulls will appear only if the current world that the player resides in is World 1, World 2 or World S.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Seagulls", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of seagulls in the group. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Disable Sounds?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the seagulls won't emit any sound effects.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The seagulls will appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the seagulls move on.", "Exclusives": []}}}, {"InternalName": "SearchBeamer", "Name": "SearchBeamer", "Notes": "A stationary robotic enemy that shoots lasers to attack the player. It won't be able to shoot any lasers if the player stands on its head.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it rotates. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Attacking Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The active range in which it will attack the player. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will attack only if this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SecretGate", "Name": "SecretGate", "Notes": "A gate that can be passed through. If the player is \"riding\" another object, such as the Rock power-up's Rolling Rock, Star Balls or Tube Slides, the object sets that it has been passed through. This object is usually linked to a proper SecretGateCounter instance which checks whether all gates have been passed through.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Useless", "Type": "Float", "Games": 2, "Needed": false, "Description": "Read but never used for anything. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Vertical Particle Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far up from the object's position to emit the particle effects. Default is 600.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Vertical Particle Offset?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the particle effect won't be offset, which renders Obj_arg1 useless.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when passing through the gate.", "Exclusives": []}}}, {"InternalName": "SecretGateCounter", "Name": "SecretGateCounter", "Notes": "Registers and observes SecretGate objects. It will display the number of passed gates and play a short jingle every time the player passes a gate. The object itself does not activate any switches, however, the individual gates do.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "SeesawMoveNut", "Name": "SeesawMoveNut", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ShadowColorArea", "Name": "ShadowColorArea", "Notes": "An area that can be used to change the color of all object shadows when entered by the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Red", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The red color component. Ranges from 0 to 255 inclusive.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Green", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The green color component. Ranges from 0 to 255 inclusive.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Blue", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The blue color component. Ranges from 0 to 255 inclusive.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ShadowFarClipCtrlArea", "Name": "ShadowFarClipCtrlArea", "Notes": "An area that can be used to overwrite the galaxy's shadow far clipping settings when entered by the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Far Clipping Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The far clipping distance to be used for all shadows. Default is 7000 or the value provided by the galaxy's ShadowControllerParam file.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Enable Far Clipping?", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set, far clipping will be enabled for all shadows.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Shellfish", "Name": "Shellfish", "Notes": "A stationary clam enemy that opens and closes its valves periodically. Usually, it contains an item inside that the player can collect. It may damage the player by closing its valves. The game supports variants containing a Coin or a Star Chip. The class also contains code for ShellfishBlueChip and ShellfishKinokoOneUp who contain a Blue Chip and a 1-Up Mushroom, respectively. However, the 1-Up Mushroom variant does not work properly as the item is always invisible. When hit with a Koopa Shell, it will open its valves and become stunned for a few seconds.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Chip Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ID of Chip Group that the Chip belongs to.", "Values": [], "Exclusives": ["ShellfishBlueChip", "ShellfishYellowChip"]}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "ShockWaveGenerator", "Name": "ShockWaveGenerator", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "ShootingStar", "Name": "ShootingStar", "Notes": "A shooting star that releases Star Bits when it hits the ground. It will periodically reappear until all of its Star Bits have been collected.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Star Bits per Iteration", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many Star Bits should be released at max per iteration. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Spawn Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The spawn delay of the individual shooting stars in seconds. Default is 240.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Falling Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "From how far up it will fall down. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Number of Total Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How many Star Bits can appear in total. Default is 5.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SideSpikeMoveStep", "Name": "SideSpikeMoveStep", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SignBoard", "Name": "SignBoard", "Notes": "A generic signboard that acts like an NPC, meaning that the player can read it or talk to it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "2P Mode Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set to 0, the object will be hidden during single-player. During 2P mode, the object will pop up.", "Values": [{"Value": "-1", "Notes": "Always visible"}, {"Value": "0", "Notes": "Only visible in 2P mode"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated. If used along with Obj_arg0, the object will appear if this switch is activated and if 2P mode is active.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "The text dialogue's label format is SignBoard%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "SimpleBloomArea", "Name": "SimpleBloomArea", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleBreakableCollisionObj", "Name": "SimpleBreakableCollisionObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, it comes with an additional collision mesh named Break that will be used after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableDeleteShadowObj", "Name": "SimpleBreakableDeleteShadowObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, its shadows will be invalidated after destroying it. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableIndirectObj", "Name": "SimpleBreakableIndirectObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, it registers to the indirect map object draw buffer. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableObj", "Name": "SimpleBreakableObj", "Notes": "A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableStrongLightObj", "Name": "SimpleBreakableStrongLightObj", "Notes": "A basic object that can be destroyed through various means. Unlike other variants, it gets rendered after most other objects. The supported methods to destroy a certain object are hard-coded. It needs the animation Break.bck that will be used when the object gets destroyed. In addition, it also supports an optional visibility animation called Break.bva. Finally, it may use sound or particle effects when it gets destroyed. These go by the names MapObjActorBreak and Break, respectively.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn when destroyed.", "Values": [{"Value": "-1", "Notes": "Coins"}, {"Value": "0", "Notes": "Nothing"}, {"Value": "1", "Notes": "1-Up Mushroom"}, {"Value": "2", "Notes": "Power Star"}, {"Value": "3", "Notes": "Star Bits"}], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after destroying the object. Although the game reads this value, the jingle functionality has been removed in SMG2.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg5": {"Name": "Cutscene Breaking Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before the object gets destroyed when its cutscene is playing. Default is 60.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn when destroyed. Default is 1 for Coins and 5 for Star Bits.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "SW_DEAD Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_DEAD gets activated. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the object cannot be destroyed while this switch is not activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Destroys the object once triggered.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}}}, {"InternalName": "SimpleClipPartsObj", "Name": "SimpleClipPartsObj", "Notes": "A map object with a model and optional collision that can be clipped in a Matter Splatter setup. It can also move on a path and rotate along its own axes. It can use optional sound effects whose names are self-explanatory: RailMoverStop, RailMoverWaitStart, RailMoverWaitStartMove, RailMoverRestartAtEnd, RailMoverWaiting, RailMoverMoveStart, RailMoverMoveLoop, RailMoverSignStart, RailMoverSignLoop, RailMoverStopAtPoint, RailMoverStopAtPointAfter, RailMoverStopAtPointLoop, RailMoverStopAtEnd, RailMoverStopAtEndAfter, RailMoverStopAtEndLoop, RailMoverStopAtEndWithPlayerOn, RotatorRotateStart, RotatorRotateLoop, RotatorStopAtEnd, RotatorStopAtEndLoop, RotatorRotateSignStart, and RotatorRotateSignLoop. Furthermore, it also supports the optional animation RailMoveSign that would be used when SignMotionType is set to a value representing the shaking behavior.", "Games": 3, "Progress": 2, "Parameters": {"Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed / Time", "Games": 3, "Description": "How fast the object rotates. If RotateAccelType is set to 2, this specifies the time in frames it takes to rotate to the specified angle.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Games": 3, "Description": "The object's axis to rotate around.", "Values": [{"Value": "0", "Notes": "X-axis"}, {"Value": "1", "Notes": "Y-axis"}, {"Value": "2", "Notes": "Z-axis"}], "Exclusives": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Games": 3, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specified angle.", "Values": [{"Value": "-1", "Notes": "RotateSpeed specifies fixed rotation speed"}, {"Value": "1", "Notes": "RotateSpeed specifies maximum rotation speed"}, {"Value": "2", "Notes": "RotateSpeed specifies time until desired angle"}], "Exclusives": []}, "RotateStopTime": {"Name": "Restart Delay", "Games": 3, "Description": "The time in frames it takes to restart rotation after stopping.", "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Games": 3, "Description": "Specifies how the object should continue rotating after reaching the targeted angle.", "Values": [{"Value": "0", "Notes": "Stop rotating completely"}, {"Value": "1", "Notes": "Rotates again in opposite direction"}, {"Value": "2", "Notes": "Rotates again in same direction"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the collision will be enabled if and only if this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object will move only while this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleDemoExecutor", "Name": "SimpleDemoExecutor", "Notes": "Starts a simple cutscene using just a camera.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "SW_A Activation Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that has to elapse before SW_A gets activated. Default is 60.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": true, "Description": "Starts the cutscene once activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated once the cutscene starts.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": true, "Description": "Used when the cutscene is active.", "Values": [], "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SimpleEffectObj", "Name": "SimpleEffectObj", "Notes": "A generic particles effect with a clipping radius of 500 units and a far clipping distance of 50 meters. The particle data needs to be specified in AutoEffectList, where UniqueName matches the object's name. It can also use sound effects. EffectEmitStart specifies the sound effect used when it starts functioning. EffectEmitting specifies the looping sound effect that is played while particles are emitting.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will emit particles only if this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same kind, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "If used, it will start functioning once its cutscene action gets triggered. In SMG2, it will stop functioning if Obj_arg0 is set.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SimpleEnvironmentObj", "Name": "SimpleEnvironmentObj", "Notes": "Decorative objects that are meant to be placed in the background of a galaxy, such as asteroids. It also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleFloaterObj", "Name": "SimpleFloaterObj", "Notes": "A platform that sinks when the player steps on it. Once the player gets off of this platform, it rises up again. It can also use optional sound effects. The sound names are self-explanatory: MapPartsFloaterMoveUpEnd, MapPartsFloaterRidden, MapPartsFloaterMoveDown, and MapPartsFloaterMoveUp. Furthermore, it can use effects with the name Ripple that will appear at the object's original position.", "Games": 3, "Progress": 2, "Parameters": {"MoveConditionType": {"Name": "Sinking Distance", "Games": 3, "Description": "How far it can sink when stepped on. Default is 0.", "Values": [], "Exclusives": []}, "RotateSpeed": {"Name": "Sinking Speed", "Games": 3, "Description": "How fast it sinks when stepped on. Default is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rising Speed", "Games": 3, "Description": "How fast it rises up again. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Spring Bounce Speed", "Games": 3, "Description": "How fast the spring motion is. Only used if RotateAccelType is 1. Default is RotateAngle multiplied by 0.001.", "Values": [], "Exclusives": []}, "RotateAccelType": {"Name": "Motion Type", "Games": 3, "Description": "How it moves when stepped on. Default is 0.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Bouncy"}], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If RotateAccelType is 1 and this switch is activated, the platform won't move.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SimpleMapObj", "Name": "SimpleMapObj", "Notes": "A generic map object with a model and optional collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["MarioFaceShipRudder"]}}}, {"InternalName": "SimpleMapObjFarMax", "Name": "SimpleMapObjFarMax", "Notes": "A variant of SimpleMapObj. This is a generic map object with a model, collision and a maximum far clipping distance. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["BackgroundComet"]}}}, {"InternalName": "SimpleMapObjNoSilhouetted", "Name": "SimpleMapObjNoSilhouetted", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleMapObjPush", "Name": "SimpleMapObjPush", "Notes": "A generic map object with a model and optional collision whose sensors push the player away. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": ["MarioFaceShipRudder"]}}}, {"InternalName": "SimpleMapObjWithEffect", "Name": "SimpleMapObjWithEffect", "Notes": "A variant of SimpleMapObj. This is a generic map object with a model, collision and looping particle effect. The UniqueName effect types that can be specified are EffectEmitStart and EffectEmitStart. If the object is called PeachCastleMeteor, it will ignore clipping checks.\nIt also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If TexChange.btp/.btk exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleMirrorObj", "Name": "SimpleMirrorObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleMirrorReflectionObj", "Name": "SimpleMirrorReflectionObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleNormalMapObj", "Name": "SimpleNormalMapObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SimpleSeesawObj", "Name": "SimpleSeesawObj", "Notes": "A seesaw-like platform that rotates when stepped on. It supports two (SMG1) / three (SMG2) rotation modes. Furthermore, it can use optional sound effects. If RotateAxis is 0, the sounds are MapPartsSeesaw1AxisRotatorBound and MapPartsSeesaw1AxisRotatorMove. If RotateAxis is 1, the only sound is MapPartsRotateLoop. If RotateAxis is 2, the only sound is MapPartsSeesaw2AxisRollerRotatorMove.", "Games": 3, "Progress": 2, "Parameters": {"RotateSpeed": {"Name": "Rotation Speed", "Games": 3, "Description": "How fast it rotates. Default is 0. Only used if RotateAxis is 0.", "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Games": 3, "Description": "How many angles in degrees the platform rotates. Default is 0.", "Exclusives": []}, "RotateAxis": {"Name": "Rotation Type", "Games": 3, "Description": "How the platform moves when stepped on. Default corresponds to 1.", "Values": [{"Value": "0", "Notes": "Rotate around Z axis, returns to original rotation"}, {"Value": "1", "Notes": "Rotate XZ plane, returns to original rotation"}, {"Value": "2", "Notes": "Rotate XZ plane (SMG2 only)"}], "Exclusives": []}, "RotateAccelType": {"Name": "Inertia Factor / Acceleration", "Games": 3, "Description": "Affects how long it will remain in motion. If RotateAxis is 0 or 1, it also affects how fast rotation will speed up. Default is 0.", "Values": [], "Exclusives": []}, "RotateStopTime": {"Name": "Restore Force", "Games": 3, "Description": "The force used to restore its original rotation after getting of the platform. Only used if RotateAxis is 0 or 1.", "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleTextureSwitchChangeObj", "Name": "SimpleTextureSwitchChangeObj", "Notes": "A variant of SimpleMapObj that starts the TexChange.btk animation and freezes its frame at 1 once its SW_A gets activated. Like SimpleMapObj, this is a generic map object with a model and collision. It also supports BCK, BTK, BTP, BRK and BVA animations. Animations must have the same name as the model in order to be played. The animations will start playing once the object loads. Also supports color change (ColorChange.brk) and texture change (TexChange.btk/.btp) animations as well as shadows (Shadow.bcsv). Lastly, it also supports an optional Bloom model.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If ColorChange.brk exists, this will define the color frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If TexChange.btp/.btp exists, this will define the texture frame to be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "If Shadow.bcsv exists, this defines the shadow's drop length.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Applies frame 1 of the TexChange.btk animation.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleTimerObj", "Name": "SimpleTimerObj", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SkeletalFishBaby", "Name": "SkeletalFishBaby", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SkeletalFishBabyRail", "Name": "SkeletalFishBabyRail", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SkeletalFishBoss", "Name": "SkeletalFishBoss", "Notes": "The skeletal shark boss fought in Bonefin Galaxy. Needs at least one SkeletalFishBossRail to be present.", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Phase Count", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of phases the fight will have. Defaults to 3.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Guard Count", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The number of Guard Fish that will be spawned. Defaults to 4.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": false, "Description": "When activated, the boss battle begins.", "Exclusives": []}, "Group": {"Games": 1, "Needed": false, "Description": "Used to link to SubmarineVolcanoBigColumn and the unused SubmarineVolcanoSmallColumn. Also links with BirdLouseS and BirdLouseL.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawns a power star upon defeat. Requires a properly setup scenario with スカルシャーク as the PowerStarAppearObj.", "Exclusives": []}, "NamePos": {"Games": 1, "Needed": false, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "マリオ再セット位置1", "Notes": "The position to place mario during the first cutscene."}, {"Value": "マリオ再セット位置2", "Notes": "The position to place mario during the other cutscenes."}], "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "SearchTurtle": {"Games": 1, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "SkeletalFishBossRail", "Name": "SkeletalFishBossRail", "Notes": "Specifies an individual subpath that Kingfin can move on. These also determind when and where the Guard Fishes spawn.", "Games": 1, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Rail ID", "Type": "Integer", "Games": 1, "Needed": true, "Description": "The ID of this rail. Used by SkeletalFishBoss to decide what path to use for each phase.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Is Guard Spawn Node?", "Type": "Integer", "Games": 1, "Needed": true, "Description": "If set, Kingfin will summon his Guards when crossing this point.", "Values": [{"Value": "-1", "Notes": "Do not Spawn Guards"}, {"Value": "0", "Notes": "Spawn Guards"}], "Exclusives": []}, "Rail": {"Games": 0, "Needed": true, "Description": "The path that is used by Kingfin.", "Exclusives": []}, "NamePos": {"Games": 0, "Needed": true, "Description": "Additional placements that can be freely placed. These are linked to path points that have Point_arg0 set to 0. They link by whichever is closest to the path point.", "Values": [{"Value": "ガード出現ポイント%d", "Notes": "The position the Guards will spawn at. Replace %d with a number. Max 15."}], "Exclusives": []}}}, {"InternalName": "Sky", "Name": "Sky", "Notes": "A decorative background model that is meant to be placed around entire galaxies. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Mirror Reflection Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a reflection model or not.", "Values": [{"Value": "-1", "Notes": "Don't use reflection model"}, {"Value": "0", "Notes": "Use reflection model"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used and activated, the sky model will disappear and the SpaceInner model will be used instead. If the switch gets deactivated again, SpaceInner disappears and the original sky model will reappear.", "Exclusives": ["SummerSky"]}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SlingShooter", "Name": "SlingShooter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SlopeRunningCancelArea", "Name": "SlopeRunningCancelArea", "Notes": "The player's running movement will be immediately stopped if they touch a steep surface inside this area.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SmallStone", "Name": "SmallStone", "Notes": "A circle of eight smaller objects that can be released from the ground by using a Spin Attack while inside the circle. Each chunk will spawn a Star Bit when released. The chunks attach to the nearest collision below them. If no collision is available, the individual plant may be placed at the origin of the galaxy.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Y Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "The Y offset added to every chunk's Y coordinate. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Ignore Gravity?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, gravity will be ignored when placing the object. Instead, the object's placement rotation will be used.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Show Splash Particles?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the Star Bits will emit a water splash effect if they appear in water.", "Values": [], "Exclusives": []}}}, {"InternalName": "SmokeEffectColorArea", "Name": "SmokeEffectColorArea", "Notes": "An area that changes the primary and environment colors of the player's running dust cloud particles when entered.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Primary Red", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The primary color's red component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Primary Green", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The primary color's green component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Primary Blue", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The primary color's blue component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Environment Red", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The environment color's red component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Environment Green", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The environment color's green component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Environment Blue", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The environment color's blue component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Snakehead", "Name": "Snakehead", "Notes": "An eel enemy that usually lurks at a fixed position. It will move along its path when the player comes near. It can be defeated using Koopa Shells. When defeated, the small variant spawns eight Star Bits whereas the large variant spawns a 1-Up Mushroom.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Forwards Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves forwards. Default is 15.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Backwards Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves backwards. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Activation Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The valid distance to the player in which it becomes active. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Behavior", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How it moves along the path. Default is 0.", "Values": [{"Value": "0", "Notes": "Lurks and moves when player is nearby"}, {"Value": "1", "Notes": "Always moves forth and back"}], "Exclusives": []}, "Obj_arg4": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on. The path should NOT be closed.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 300 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "SnowBall", "Name": "SnowBall", "Notes": "A snowball that can be rolled by walking against it or by hitting it with a Spin Attack. It will become bigger when rolling it through snow, but it shrinks down otherwise. It can also be used to attack various enemies and destroy some obstacles.", "Games": 2, "Progress": 2, "Parameters": {"Player2Targetable": {"Games": 2, "Description": "Can be targeted and hit by player 2.", "Exclusives": []}}}, {"InternalName": "SnowCapsulePlanet", "Name": "SnowCapsulePlanet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SnowDollKoopa", "Name": "SnowDollKoopa", "Notes": "A large snow statue of Bowser that can be destroyed with by hitting it twice with various player attacks, such as snowballs and fireballs. It may spawn a Power Star if the object and Scenario entry are configured correctly.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Snowballs", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of snowballs that will appear when destroying it.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Play Riddle SFX?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will play the \"riddle solved\" jingle when destroyed.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Power Star ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 does not register a Power Star.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SnowFloor", "Name": "SnowFloor", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SnowFloorTile", "Name": "SnowFloorTile", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SnowMan", "Name": "SnowMan", "Notes": "A snowman consisting of two parts that can be melted with fireballs. Depending on the melted parts, several switches can be activated.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when both parts are melted.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when the head or body is melted.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated when the body part is melted.", "Exclusives": []}}}, {"InternalName": "SnowMound", "Name": "SnowMound", "Notes": "A snow obstacle that can be destroyed with various player attacks, such as snowballs and fireballs.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Snowballs", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of snowballs that will appear when destroying it.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Use Dead Tree?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, a dead snow tree will appear once this object is destroyed.", "Values": [], "Exclusives": ["SnowMoundL"]}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}}}, {"InternalName": "SnowplowSwitch", "Name": "SnowplowSwitch", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SoundEmitter", "Name": "SoundEmitter", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SoundEmitterCube", "Name": "SoundEmitterCube", "Notes": "A cube-shaped area that plays a sound effect. The closer the player is to the area, the louder the sound effect gets. In SMG2, the sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The sound effect to be played. Sound effects 4 and above were added in SMG2.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_GRAVE"}, {"Value": "1", "Notes": "SE_AT_LV_KOOPA_WIND"}, {"Value": "2", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "3", "Notes": "SE_AT_LV_WIND_ICE_MT_TOP"}, {"Value": "4", "Notes": "SE_AT_LV_SEA_ALL_CUBE"}, {"Value": "5", "Notes": "SE_AT_LV_SMALL_SEA_CUBE"}, {"Value": "6", "Notes": "SE_AT_LV_MID_WIND_CUBE"}, {"Value": "7", "Notes": "SE_AT_LV_STRONG_WIND_CUBE"}, {"Value": "8", "Notes": "SE_AT_LV_SAND_FALL_CUBE"}, {"Value": "9", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "10", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}, {"Value": "11", "Notes": "SE_AT_LV_MAGMA_FALL_MID"}, {"Value": "12", "Notes": "SE_AT_LV_MAGMA_FALL_MID_HIGH"}, {"Value": "13", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MID_HIGH"}, {"Value": "14", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MIDDLE"}, {"Value": "15", "Notes": "SE_AT_LV_GRASSWIND_CUBE_WEAK"}, {"Value": "16", "Notes": "SE_AT_LV_MID_HIGH_WIND_CUBE"}, {"Value": "17", "Notes": "SE_AT_LV_SMALL_SEA_CUBE_MIDH"}, {"Value": "18", "Notes": "SE_AT_LV_MAGMA_CUBE_STRONG"}, {"Value": "19", "Notes": "SE_AT_LV_MAGMA_CUBE"}, {"Value": "20", "Notes": "SE_OJ_LV_MAGMA_WAVE_MV"}, {"Value": "21", "Notes": "SE_AT_LV_GLIDER_LAVA"}, {"Value": "22", "Notes": "SE_AT_LV_PEACH_CASTLE_JINARI"}, {"Value": "23", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_ALL"}, {"Value": "24", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_NEAR"}, {"Value": "25", "Notes": "SE_AT_LV_FSHIP_MECHA_ATMOS"}, {"Value": "26", "Notes": "SE_AT_LV_JUNGLE_BIRD_ATMOS"}, {"Value": "27", "Notes": "SE_AT_LV_WIND_HYU"}, {"Value": "28", "Notes": "SE_OJ_WMAP_MSHIP_BLACKHOLE"}, {"Value": "29", "Notes": "SE_AT_LV_KOOPA_WIND_DEMO_CUBE"}, {"Value": "30", "Notes": "SE_AT_LV_WIND_HYU_MID_HIGH"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundEmitterCubeWorldMapSync", "Name": "SoundEmitterCubeWorldMapSync", "Notes": "A cube-shaped area that plays a sound effect when the player is in the specified world. The closer the player is to the area, the louder the sound effect gets. It uses the exact same sound effects as SoundEmitterCube.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The sound effect to be played. Sound effects 4 and above were added in SMG2.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_GRAVE"}, {"Value": "1", "Notes": "SE_AT_LV_KOOPA_WIND"}, {"Value": "2", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "3", "Notes": "SE_AT_LV_WIND_ICE_MT_TOP"}, {"Value": "4", "Notes": "SE_AT_LV_SEA_ALL_CUBE"}, {"Value": "5", "Notes": "SE_AT_LV_SMALL_SEA_CUBE"}, {"Value": "6", "Notes": "SE_AT_LV_MID_WIND_CUBE"}, {"Value": "7", "Notes": "SE_AT_LV_STRONG_WIND_CUBE"}, {"Value": "8", "Notes": "SE_AT_LV_SAND_FALL_CUBE"}, {"Value": "9", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "10", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}, {"Value": "11", "Notes": "SE_AT_LV_MAGMA_FALL_MID"}, {"Value": "12", "Notes": "SE_AT_LV_MAGMA_FALL_MID_HIGH"}, {"Value": "13", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MID_HIGH"}, {"Value": "14", "Notes": "SE_AT_LV_GRASSWIND_CUBE_MIDDLE"}, {"Value": "15", "Notes": "SE_AT_LV_GRASSWIND_CUBE_WEAK"}, {"Value": "16", "Notes": "SE_AT_LV_MID_HIGH_WIND_CUBE"}, {"Value": "17", "Notes": "SE_AT_LV_SMALL_SEA_CUBE_MIDH"}, {"Value": "18", "Notes": "SE_AT_LV_MAGMA_CUBE_STRONG"}, {"Value": "19", "Notes": "SE_AT_LV_MAGMA_CUBE"}, {"Value": "20", "Notes": "SE_OJ_LV_MAGMA_WAVE_MV"}, {"Value": "21", "Notes": "SE_AT_LV_GLIDER_LAVA"}, {"Value": "22", "Notes": "SE_AT_LV_PEACH_CASTLE_JINARI"}, {"Value": "23", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_ALL"}, {"Value": "24", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_OUT_NEAR"}, {"Value": "25", "Notes": "SE_AT_LV_FSHIP_MECHA_ATMOS"}, {"Value": "26", "Notes": "SE_AT_LV_JUNGLE_BIRD_ATMOS"}, {"Value": "27", "Notes": "SE_AT_LV_WIND_HYU"}, {"Value": "28", "Notes": "SE_OJ_WMAP_MSHIP_BLACKHOLE"}, {"Value": "29", "Notes": "SE_AT_LV_KOOPA_WIND_DEMO_CUBE"}, {"Value": "30", "Notes": "SE_AT_LV_WIND_HYU_MID_HIGH"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "Obj_arg7": {"Name": "World ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the world that the player has to be in to play the sound effect.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundEmitterPoint", "Name": "SoundEmitterPoint", "Notes": "A point in space that emits a sound effect. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 2, "Needed": true, "Description": "The sound effect to be played.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_RIVER_S"}, {"Value": "1", "Notes": "SE_AT_LV_RIVER_M"}, {"Value": "2", "Notes": "SE_OJ_LV_BIG_FAN_MOVE"}, {"Value": "3", "Notes": "SE_OJ_LV_JRSHIP_FAN"}, {"Value": "4", "Notes": "SE_OJ_LV_MECHA_CONVEYOR_STEP_MV"}, {"Value": "5", "Notes": "SE_OJ_LV_GHOST_CONVEYOR_STEP_MV"}, {"Value": "6", "Notes": "SE_OJ_LV_TWIN_FALL"}, {"Value": "7", "Notes": "SE_OJ_LV_TWIN_FALL_BASIN"}, {"Value": "8", "Notes": "SE_AT_LV_MAGMA_WIND"}, {"Value": "9", "Notes": "SE_OJ_LV_KOOPA_STEP_GEAR_MV"}, {"Value": "10", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}, {"Value": "11", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "12", "Notes": "SE_AT_SEA_SHORE"}, {"Value": "13", "Notes": "SE_AT_LV_WATERFALL_S"}, {"Value": "14", "Notes": "SE_AT_LV_WATERFALL_L"}, {"Value": "15", "Notes": "SE_AT_LV_WATERFALL_UPPER_S"}, {"Value": "16", "Notes": "SE_AT_LV_WATERFALL_UPPER_L"}, {"Value": "17", "Notes": "SE_AT_LV_KARAKARA_WIND_RAIL"}, {"Value": "18", "Notes": "SE_AT_LV_KARAKARA_RAIL_CONVEYOR"}, {"Value": "19", "Notes": "SE_OJ_LV_GHOST_CONVEYOR_STEP_MV"}, {"Value": "20", "Notes": "SE_AT_LV_WATERFALL_SS"}, {"Value": "21", "Notes": "SE_AT_LV_SAND_FALL"}, {"Value": "22", "Notes": "SE_AT_LV_SAND_FALL_BASIN"}, {"Value": "23", "Notes": "SE_AT_LV_SAND_FALL_SANDY_SPOT"}, {"Value": "24", "Notes": "SE_AT_LV_SAND_FALL_SANDY_SPOT_ALL"}, {"Value": "25", "Notes": "SE_AT_LV_PIRAMID_FALL_SAND_L"}, {"Value": "26", "Notes": "SE_AT_LV_PIRAMID_FALL_SAND_H"}, {"Value": "27", "Notes": "SE_AT_LV_RIVER_S_WEAK"}, {"Value": "28", "Notes": "SE_AT_LV_WATER_ONIMASU_G"}, {"Value": "29", "Notes": "SE_OJ_LV_KOOPA_F_LIFT_MV"}, {"Value": "30", "Notes": "SE_OJ_LV_KOOPA_F_R_LIFT_MV"}, {"Value": "31", "Notes": "SE_SY_APPLAUSE"}, {"Value": "32", "Notes": "SE_SY_LV_TIMER_B_2"}, {"Value": "33", "Notes": "SE_SY_LV_TIMER_B_0"}, {"Value": "34", "Notes": "SE_OJ_LV_MECHA_STEP_ROTATE"}, {"Value": "35", "Notes": "SE_OJ_LV_MECHA_STEP2_ROTATE"}, {"Value": "36", "Notes": "SE_OJ_LV_BIG_FAN_MOVE"}, {"Value": "37", "Notes": "SE_AT_LV_JG_WATER_FALL_S"}, {"Value": "38", "Notes": "SE_AT_LV_JG_WATER_FALL_L/SE_AT_LV_JG_WATER_FALL_L_NEAR"}, {"Value": "39", "Notes": "SE_AT_LV_JG_CAVE_RIVER"}, {"Value": "40", "Notes": "SE_AT_LV_JG_WATER_FALL_CAVE"}, {"Value": "41", "Notes": "SE_AT_LV_JG_WATER_FALL_LAST"}, {"Value": "42", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_MOVE"}, {"Value": "43", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_PARTS"}, {"Value": "44", "Notes": "SE_OJ_LV_MARIOSHIP_ENGINE_GEAR"}, {"Value": "45", "Notes": "SE_AT_LV_SMALL_RIVER_FSHIP"}, {"Value": "46", "Notes": "SE_AT_LV_JG_WATER_FALL_LL/SE_AT_LV_JG_WATER_FALL_LL_FAR"}, {"Value": "47", "Notes": "SE_AT_LV_JG_WATER_FALL_L_NEAR"}, {"Value": "48", "Notes": "SE_OJ_LV_JRROBOT_BROKEN_STILL"}, {"Value": "49", "Notes": "SE_OJ_LV_JRROBOT_BROKEN_MOVE"}, {"Value": "50", "Notes": "SE_OJ_LV_OP_KOOPA_BACK_EFFECT"}, {"Value": "51", "Notes": "SE_OJ_LV_DEMO_BLACKHOLE"}, {"Value": "52", "Notes": "SE_OJ_LV_OP_METEOR_BURNING/SE_OJ_LV_OP_METEOR_BURNING_NEAR"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "Obj_arg2": {"Name": "Cutscene Functionality", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Determines what cutscenes the object registers to.", "Values": [{"Value": "-1", "Notes": "Sound effect plays during all cutscenes"}, {"Value": "0", "Notes": "Disabled during any cutscene"}, {"Value": "1", "Notes": "Sound effect plays during specific story cutscenes"}], "Exclusives": []}, "Obj_arg3": {"Name": "SW_A Setting", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How SW_A functions.", "Values": [{"Value": "-1", "Notes": "SW_A kills the emitter"}, {"Value": "0", "Notes": "SW_A starts the sound effect if SW_APPEAR is used and not activated"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If Obj_arg3 is -1, the emitter will be killed once activated. If Obj_arg3 is 0, the sound effect will start playing if SW_APPEAR is used and not activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "If used, the entire path emits the sound effect.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "If Obj_arg2 is set to 1, it will try to register to the cutscenes with the names ピーチからの手紙, ベビチコ出会い, ピーチ誘拐, スピンドライバ初出, クッパ最終戦突入, ノーマルエンディング1, ノーマルエンディング2, ノーマルエンディング3 and ノーマルエンディング4.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "If Obj_arg2 is set to -1, Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundEmitterSphere", "Name": "SoundEmitterSphere", "Notes": "A spherical area that plays a sound effect. The closer the player is to the area, the louder the sound effect gets. In SMG2, the sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The sound effect to be played. Sound effects 6 and above were added in SMG2.", "Values": [{"Value": "0", "Notes": "SE_AT_LV_MAGMA_AMBIENT"}, {"Value": "1", "Notes": "SE_OJ_LV_FLOATING_SAND"}, {"Value": "2", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "3", "Notes": "SE_AT_LV_MAGMA_WIND_VOLCANO"}, {"Value": "4", "Notes": "SE_AT_LV_KOOPA_FLOAT_SAND"}, {"Value": "5", "Notes": "SE_AT_LV_WIND_RABBIT_MAZE"}, {"Value": "6", "Notes": "SE_AT_LV_MAGMA_WIND_MID_HIGH"}, {"Value": "7", "Notes": "SE_AT_LV_MAGMA_WIND_STRONG"}], "Exclusives": []}, "Obj_arg1": {"Name": "Sound Position", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The point to use for calculating stereo sounds.", "Values": [{"Value": "-1", "Notes": "Camera view position"}, {"Value": "0", "Notes": "Camera target position"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundPlayArea", "Name": "SoundPlayArea", "Notes": "An area that starts playing a sound effect when entered. The sound effects that can be played are specified in ActionSound.bcsv. More sound effects can be easily added by editing said file.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Sound Effect ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The sound effect to be played.", "Values": [{"Value": "0", "Notes": "SE_SY_ROUTE_SUCCESS"}, {"Value": "1", "Notes": "SE_SY_ROUTE_FAILURE"}, {"Value": "2", "Notes": "SE_PM_LV_LONG_FALL"}, {"Value": "3", "Notes": "SE_PM_LV_HOLE_IN"}, {"Value": "4", "Notes": "SE_AT_LV_MAGMA_WIND"}, {"Value": "5", "Notes": "SE_AT_LV_GRAVE"}, {"Value": "6", "Notes": "SE_AT_LV_EARTHQUAKE"}, {"Value": "7", "Notes": "SE_AT_LV_MAGMA_AMBIENT"}, {"Value": "8", "Notes": "SE_AT_LV_SEA_ALL"}, {"Value": "9", "Notes": "SE_AT_LV_OCEAN_RING"}, {"Value": "10", "Notes": "SE_AT_LV_OCEAN_RING_SUB"}, {"Value": "11", "Notes": "SE_AT_LV_WATER_ROAD"}, {"Value": "12", "Notes": "SE_AT_LV_WHIRL_POOL"}, {"Value": "13", "Notes": "SE_AT_LV_FALLING_ROCK"}, {"Value": "14", "Notes": "SE_AT_LV_JUMBO_SUN_MOVE"}, {"Value": "15", "Notes": "SE_AT_LV_WATERFALL_CAVE"}, {"Value": "16", "Notes": "SE_AT_LV_PHNCV_TERESA_ROOM"}, {"Value": "17", "Notes": "SE_AT_LV_FOREST_INSECT_1"}, {"Value": "18", "Notes": "SE_AT_LV_FOREST_INSECT_2"}, {"Value": "19", "Notes": "SE_AT_LV_FOREST_INSECT_3"}, {"Value": "20", "Notes": "SE_AT_LV_SPACE_WIND"}, {"Value": "21", "Notes": "SE_AT_LV_KOOPA_WIND"}, {"Value": "22", "Notes": "SE_AT_LV_KOOPA_WIND_DEMO"}, {"Value": "23", "Notes": "SE_AT_LV_WIND_DESERT"}, {"Value": "24", "Notes": "SE_AT_LV_WIND_MOVING_DESERT"}, {"Value": "25", "Notes": "SE_AT_LV_ICE_WATER_UP_DOWN"}, {"Value": "26", "Notes": "SE_AT_LV_LAVA_UP_DOWN"}, {"Value": "27", "Notes": "SE_AT_LV_MAGMA_WIND_VOLCANO"}, {"Value": "28", "Notes": "SE_AT_LV_MAGMA_IN_BTLSHIP"}, {"Value": "29", "Notes": "SE_AT_LV_WIND_ICE_MT_TOP"}, {"Value": "30", "Notes": "SE_AT_LV_ASTRO_LOFT_WIND"}, {"Value": "31", "Notes": "SE_AT_LV_LAVA_TAMAKORO_ZONE"}, {"Value": "32", "Notes": "SE_AT_LV_WIND_RABBIT_MAZE"}, {"Value": "33", "Notes": "SE_AT_LV_SORAJIMA_WIND"}, {"Value": "34", "Notes": "SE_AT_LV_YOSHIHOME_WIND"}, {"Value": "35", "Notes": "SE_AT_LV_KOOPA_CASTLE_WIND"}, {"Value": "36", "Notes": "SE_AT_LV_NORMAL_WIND_WEAK"}, {"Value": "37", "Notes": "SE_AT_LV_NORMAL_WIND_MIDDLE"}, {"Value": "38", "Notes": "SE_AT_LV_SPACE_WIND_WEAK"}, {"Value": "39", "Notes": "SE_AT_LV_SPACE_WIND_MIDDLE"}, {"Value": "40", "Notes": "SE_AT_LV_NORMAL_WIND_VWEAK"}, {"Value": "41", "Notes": "SE_AT_LV_MAGMA_WIND_WEAK"}, {"Value": "42", "Notes": "SE_AT_LV_MAGMA_WIND_MIDDLE"}, {"Value": "43", "Notes": "SE_AT_LV_NORMAL_WIND_MID_HIGH"}, {"Value": "44", "Notes": "SE_AT_LV_NORMAL_WIND_STRONG"}, {"Value": "45", "Notes": "SE_AT_LV_WATERFALL_ALL"}, {"Value": "46", "Notes": "SE_AT_LV_GRASSWIND_MIDDLE"}, {"Value": "47", "Notes": "SE_AT_LV_GRASSWIND_MID_HIGH"}, {"Value": "48", "Notes": "SE_AT_LV_DULL_WIND_MIDDLE"}, {"Value": "49", "Notes": "SE_AT_LV_KARAKARA_WIND"}, {"Value": "50", "Notes": "SE_AT_LV_LOW_WIND"}, {"Value": "51", "Notes": "SE_AT_LV_MAGMA_WIND_AREA"}, {"Value": "52", "Notes": "SE_AT_LV_SEA_ALL_STAR_CREEK"}, {"Value": "53", "Notes": "SE_AT_LV_SMALL_SEA"}, {"Value": "54", "Notes": "SE_AT_LV_MAGMA_WIND_AREA_STRONG"}, {"Value": "55", "Notes": "SE_AT_LV_RAIN_WEAK"}, {"Value": "56", "Notes": "SE_AT_LV_RAIN_MID"}, {"Value": "57", "Notes": "SE_AT_LV_RAIN_MID_HIGH"}, {"Value": "58", "Notes": "SE_AT_LV_RAIN_THUNDER_MID"}, {"Value": "59", "Notes": "SE_AT_LV_RAIN_THUNDER_MID_HIGH"}, {"Value": "60", "Notes": "SE_AT_LV_MAGMA_AREA_STRONG"}, {"Value": "61", "Notes": "SE_AT_LV_MAGMA_AREA"}, {"Value": "62", "Notes": "SE_AT_LV_DARK_MATTER_WIND"}, {"Value": "63", "Notes": "SE_AT_LV_LOW_WIND_MID_HIGH"}, {"Value": "64", "Notes": "SE_AT_LV_LOW_WIND & SE_AT_LV_DULL_WIND_WEAK"}, {"Value": "65", "Notes": "SE_AT_LV_LOW_WIND_THUNDER"}, {"Value": "66", "Notes": "SE_AT_LV_LOW_WIND_T_MID_HIGH"}, {"Value": "67", "Notes": "SE_AT_LV_KINOPIO_GAYA_PANIC"}, {"Value": "68", "Notes": "SE_AT_LV_GRASSWIND_WEAK"}, {"Value": "69", "Notes": "SE_SY_LV_MACHINE_ALARM"}, {"Value": "70", "Notes": "SE_AT_LV_WIND_DESERT_HIGH"}, {"Value": "71", "Notes": "SE_PV_JUMP_JOY"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundSyncSky", "Name": "SoundSyncSky", "Notes": "A decorative background model plays its Appear animation depending on the background music's beat. It follows the camera's position, so it's not possible for the player to reach the end of the model, unlike atmosphere objects.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Mirror Reflection Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether to use a reflection model or not.", "Values": [{"Value": "-1", "Notes": "Don't use reflection model"}, {"Value": "0", "Notes": "Use reflection model"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Plays the \"Change\" animation if activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "SoundSyncSwitch", "Name": "SoundSyncSwitch", "Notes": "A controller that activates or deactivates a switch depending on the music's beat. It will also play ticking sound effects depending on the configuration. By default, SW_A will be activated and deactivated over and over again.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_A Toggle Beats", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many beats it takes before SW_A gets toggled. Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "SW_A Toggle Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How many seconds it takes to toggle SW_A after the required beats played. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ticking Sound Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long it takes until the ticking sound starts to play. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Ticking Sound Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies how to play the ticking sounds. Default is -1.", "Values": [{"Value": "-1", "Notes": "Play in game and through Wiimote speaker"}, {"Value": "1", "Notes": "Play through Wiimote speaker"}, {"Value": "2", "Notes": "No ticking sounds"}], "Exclusives": []}, "Obj_arg4": {"Name": "SW_A Activation Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "How long SW_A will be kept activated before it gets deactivated again. Default is 0, which disables this restriction.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "If used, the object will update only if this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Will be activated or deactivated depending on the configuration.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object will not update while this switch is activated.", "Exclusives": []}}}, {"InternalName": "SpaceCocoon", "Name": "SpaceCocoon", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpaceMine", "Name": "SpaceMine", "Notes": "A space mine that explodes upon contact. However, it can be safely destroyed with the Rainbow power-up, Star Bits, Yoshi's projectiles, and explosions caused by enemies (e.g. Bullet Bills).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether to use a shadow or not. Default is -1.", "Values": [{"Value": "-1", "Notes": "Don't use shadow"}, {"Value": "0", "Notes": "Use shadow, calculated only once"}, {"Value": "1", "Notes": "Use shadow, calculated all the time"}], "Exclusives": []}, "Obj_arg1": {"Name": "Use Collision Binder?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, it will use a collision binder which makes it react to collision.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The item(s) that it drops when destroyed with one of various attacks. Default is -1.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "3 Star Bits"}, {"Value": "1", "Notes": "1 Coin"}, {"Value": "2", "Notes": "1-Up Mushroom"}], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it explodes.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and destroyed by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SpaceShipStep", "Name": "SpaceShipStep", "Notes": "A platform that moves on a set path once the player steps on it. If the platform is out of view for 4 seconds, it will return to its initial position. If the platform gets damaged by an enemy's explosion, the platform will fall down.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Disable Resetting", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the platform won't return to its initial position when it's out of view.", "Values": [], "Exclusives": []}, "Path_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the object behaves once it reaches the last path point.", "Values": [{"Value": "-1", "Notes": "Stops at last point"}, {"Value": "1", "Notes": "Moves back towards first point"}, {"Value": "2", "Notes": "Warps back to first point"}], "Exclusives": []}, "Path_arg2": {"Name": "Indicator Dots Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the orange indicator dots should be used and how they are displayed.", "Values": [{"Value": "-1", "Notes": "Don't use indicator dots"}, {"Value": "1", "Notes": "Draw dots on path"}, {"Value": "2", "Notes": "Draw dots but disappear one by one when passed by"}, {"Value": "3", "Notes": "Use bigger dots for path points"}], "Exclusives": []}, "Path_arg4": {"Name": "Initial Position Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The object's initial position.", "Values": [{"Value": "-1", "Notes": "Start at nearest position on path"}, {"Value": "1", "Notes": "Start at nearest path point"}, {"Value": "2", "Notes": "Start at first path point"}], "Exclusives": []}, "Path_arg5": {"Name": "Snapping Speed", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If used, the object stays at its original position and moves to its actual position on the path. This setting specifies how fast the object snaps back into its original position. The higher the value is, the slower it moves.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Movement Speed / Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The movement speed the object has starting from this point. If Point_arg7 is set to 1, this specifies the time in frames it takes to reach the next point.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Acceleration Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the object to reach the movement speed set at this point.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Stop Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames the object waits at this point before it continues moving again.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether Point_arg0 specifies the movement speed or the time it takes to reach the next point.", "Values": [{"Value": "-1", "Notes": "Point_arg0 specifies movement speed"}, {"Value": "1", "Notes": "Point_arg0 specifies time until next point"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Games": 3, "Description": "Specifies whether the object will shake before it starts moving or not.", "Values": [{"Value": "0", "Notes": "Don't shake"}, {"Value": "1", "Notes": "Shakes before moving"}, {"Value": "2", "Notes": "Shakes before moving"}, {"Value": "3", "Notes": "Don't shake"}, {"Value": "4", "Notes": "Shakes before moving"}, {"Value": "5", "Notes": "Shakes before moving"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The path movement speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "SphereRailDash", "Name": "SphereRailDash", "Notes": "An invisible rail for the Star Ball that boosts its rolling speed. It also causes the player to roll on the Star Ball. The Star Ball will automatically start to move along the path once it touches the path's beginning.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Detection Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radius of the sensor that detects Star Balls. Default is 200.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Rolling Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which Star Balls will move. Default is 50.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Acceleration Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes for a Star Ball to reach the maximum speed. Default is 180.", "Values": [], "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Ball will move on.", "Exclusives": []}}}, {"InternalName": "SphereSelectorHandle", "Name": "SphereSelectorHandle", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpiderCoin", "Name": "SpiderCoin", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpiderMapBlock", "Name": "SpiderMapBlock", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpinCloudBlock", "Name": "SpinCloudBlock", "Notes": "A single cloud platform created using the Cloud power-up. Does nothing when placed directly, though, rendering the standalone object and class completely useless. The platform itself disappears after some seconds.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "SpinCloudFrontDefineArea", "Name": "SpinCloudFrontDefineArea", "Notes": "An area that controls and sets the facing direction of all Cloud Flower platforms created inside it. The facing direction is the area's rotated Z axis.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SpinCloudItem", "Name": "SpinCloudItem", "Notes": "A collectable item that turns the player into a Cloud character. This power-up state allows them to create up to three temporary cloud platforms.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 出現デモカメラ for appearing.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}}}, {"InternalName": "SpinDriver", "Name": "SpinDriver", "Notes": "A small star-shaped ring that slings the player upwards or from one place to another when using the Spin Attack nearby.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Speed / Flight Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The speed the sling star slings you at. If a path is assigned, this value is instead used as the time in frames the flight lasts. Default speed is 40, default flight time is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Player Pull Type", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Specifies how the player gets pulled into the Launch Star when nearby.", "Values": [{"Value": "-1", "Notes": "Gets pulled into Sling Star"}, {"Value": "0", "Notes": "Doesn't get pulled into Sling Star"}], "Exclusives": []}, "Obj_arg3": {"Name": "Camera Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of event cameras to be used during the flight.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appearance Jingle", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the appearance jingle will be played.", "Values": [{"Value": "-1", "Notes": "Plays appearance jingle"}, {"Value": "1", "Notes": "Doesn't play appearance jingle"}], "Exclusives": []}, "Obj_arg5": {"Name": "Player Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The initial rotation of the player used before the player gets launched. This also affects the angle at which the player lands.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that the player will fly along.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when flying. Multiple camera configurations can be used, the count needs to be specified by Obj_arg3, though. Furthermore, 出現イベント用 is used for appearance.", "Values": [], "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "SpinGuidanceArea", "Name": "SpinGuidanceArea", "Notes": "An area that displays a layout showing how to perform Spin Attacks with the Wiimote.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power-Up Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to enable the tutorial.", "Values": [{"Value": "-1", "Notes": "No power-up required"}, {"Value": "0", "Notes": "Player has Cloud power-up"}, {"Value": "1", "Notes": "Player has Boo power-up"}, {"Value": "2", "Notes": "Player rides Star Ball"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the tutorial will be shown only if this switch is deactivated. Can be used in combination with SW_B.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If this and SW_A are used, the tutorial will be shown only if SW_A and SW_B are deactivated. Has no use if SW_A is not used.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SpinLeverSwitch", "Name": "SpinLeverSwitch", "Notes": "A lever that can be activated using most of the player's attacks, explosions or by having Yoshi pull it with his tongue. SpinLeverSwitchForceAnim allows the switch to be flipped over automatically if SW_B is activated.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated when the lever has been flipped over.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If activated, the lever will be flipped over automatically.", "Exclusives": ["SpinLeverSwitchForceAnim"]}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and flipped over by Yoshi.", "Exclusives": []}}}, {"InternalName": "SpinningBox", "Name": "SpinningBox", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpinSwitchArea", "Name": "SpinSwitchArea", "Notes": "An area that toggles a switch once the player performs a Spin Attack inside it.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": true, "Description": "Gets toggled each time the player performs a Spin Attack.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SpotLightVolumeDraw", "Name": "SpotLightVolumeDraw", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpringJetWater", "Name": "SpringJetWater", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SpringWaterFloaterSpot", "Name": "SpringWaterFloaterSpot", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "StaffRollDemoObj", "Name": "StaffRollDemoObj", "Notes": "Sets up the ending credits by creating and registering several objects as well as the scrolling text. The objects StaffRollSky, StaffRollDecorateFaceShip, StaffRollDecorateComet and PeachCastleNightPlanet need to be linked to it. Further, it uses nine GeneralPos positions to specify the player's position during the cycles. The GeneralPos instances also specify the background (BVA frame) from StaffRollSky to be used during the individual cycles. If the player has collected 120 Power Stars, the epilogue sequence (ChildRoomGalaxy) will be initiated.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated when the credits start playing. Gets deactivated again after the credits played.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": false, "Description": "Uses nine points to specify the player's position as well as the background during cycles. The name's format is マリオ位置%02d空%02d where the variables are the cycle index and StaffRollSky's BVA frame, respectively.", "Values": [], "Exclusives": []}}}, {"InternalName": "StarListBoard", "Name": "StarListBoard", "Notes": "A special signboard that can display the Star List by triggering a special event flow node.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is StarListBoard%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Display Star List"}], "Exclusives": []}}}, {"InternalName": "StarPiece", "Name": "StarPiece", "Notes": "One of the game's main collectibles that can be collected using any player's pointer or by simply touching it.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 10 points in The Chimp's challenges.", "Exclusives": []}, "MirrorActor": {"Games": 3, "Description": "A mirrored version of this object is created for mirror reflection setups if placed inside a MirrorArea.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "StarPieceCluster", "Name": "StarPieceCluster", "Notes": "A large decorative crystal that will be destroyed when touched by the player. One object (usually a StarPieceFollowGroup) needs to be linked to this object.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated after destroying the crystal.", "Exclusives": []}}}, {"InternalName": "StarPieceClusterRock", "Name": "StarPieceClusterRock", "Notes": "A small blue crystal that releases some Star Bits or Coins when broken using the Rock power-up. The Star Bits will automatically move towards the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn.", "Values": [{"Value": "-1", "Notes": "Star Bits"}, {"Value": "1", "Notes": "Coins"}], "Exclusives": []}, "Obj_arg1": {"Name": "Item Count", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of items to spawn. Default is 4.", "Values": [], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and destroyed by player 2.", "Exclusives": []}}}, {"InternalName": "StarPieceFlow", "Name": "StarPieceFlow", "Notes": "A group of Star Bits that move on a set path.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which the Star Bits move on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Amount of Star Bits to be distributed along the path. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits will only be collectable while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, all Star Bits will fall.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Star Bits will move on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object and the Star Bits take part in the cutscene.", "Exclusives": []}}}, {"InternalName": "StarPieceFlower", "Name": "StarPieceFlower", "Notes": "A floating flower that reveals its petals and releases a Star Bit when touched.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Enable Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be enabled.", "Values": [], "Exclusives": []}}}, {"InternalName": "StarPieceFollowGroup", "Name": "StarPieceFollowGroup", "Notes": "A group of Star Bits that revolve around the player after they appear. They will move away from the player after a set amount of time has passed. If the current level is EggStarGalaxy2, no more Star Bits will appear if the player has accumulated 100 or more Star Bits.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be spawned. Default is 6.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long the Star Bits will remain visible before they disappear. Default is 1200.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far the Star Bits should be placed from the player. Default is 350.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Displacement Factor", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to displace the Star Bits on its Y axis. Default is 10.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Makes the Star Bits appear once this switch gets activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits won't appear while this switch is activated.", "Exclusives": []}}}, {"InternalName": "StarPieceGroup", "Name": "StarPieceGroup", "Notes": "A group of Star Bits that are arranged in a circle or placed along a path.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Amount of Star Bits to be distributed along the path or circle. Default is 6.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Circle Placement Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "The radius of the Star Bit circle. Only used if a path has not been assigned. Default is 400.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Path Placement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the Star Bits are placed on the path. This is only used when a path has been assigned.", "Values": [{"Value": "-1", "Notes": "Evenly distribute Star Bits on path"}, {"Value": "1", "Notes": "Only one Star Bit per path point (ignores Obj_arg0)"}], "Exclusives": []}, "Obj_arg3": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "Obj_arg5": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Star Bits will disappear again. Default is -1, which makes the Star Bits appear indefinitely.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits will only be collectable while this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, all Star Bits will fall.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Can be used to lay out the Star Bits on the path instead of a circle.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups objects of the same type, but the group is never used for anything.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object and the Star Bits take part in the cutscene.", "Exclusives": []}}}, {"InternalName": "StarPieceMother", "Name": "StarPieceMother", "Notes": "A large rainbow-colored Star Bit. It supports different functions. If connected to a path, it will create a trail of Star Bits when it moves. Otherwise, it remains stationary and can be collected to obtain all Star Bits at once. If it's connected to a path, it requires SW_APPEAR.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be created on its path. Default is 6.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Broken Path Offset", "Type": "Float", "Games": 3, "Needed": false, "Description": "Meant to specify the starting coordinate on the path at which the Star Bits will be created. However, it crashes the game most of the time. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Star Bit Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used for every Star Bit.", "Values": [{"Value": "-1", "Notes": "Random"}, {"Value": "0", "Notes": "Purple"}, {"Value": "1", "Notes": "Yellow"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Red"}, {"Value": "5", "Notes": "White"}], "Exclusives": []}, "Obj_arg4": {"Name": "Star Bit Shadow Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies the shadow properties of every Star Bit.", "Values": [{"Value": "-1", "Notes": "Calculate shadow with gravity direction once"}, {"Value": "0", "Notes": "Calculate shadow with gravity direction"}, {"Value": "1", "Notes": "Use no shadow"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after it disappears.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Star Bits will only be collectable while this switch is activated. If used and the object is not connected to a path, it can only be collected when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}}}, {"InternalName": "StarPieceSpot", "Name": "StarPieceSpot", "Notes": "An invisible spot from which some Star Bits can spawn. If SW_APPEAR is used, they will only appear when triggering said switch. Otherwise, the Star Bits will spawn when attacking the spot with a Spin Attack.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be spawned. Default is 5.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The Star Bits will appear only when this switch is activated.", "Exclusives": []}}}, {"InternalName": "StarPieceSpotEruption", "Name": "StarPieceSpotEruption", "Notes": "A decorative volcanic smoke effect that can spawn Star Bits when activating its SW_A.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Star Bits", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Star Bits to be spawned. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Vertical Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The vertical speed at which the Star Bits are emitted. Default is 150.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Horizontal Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The horizontal speed at which the Star Bits are emitted. Default is 30.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, the Star Bits will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "StarReturnDemoStarter", "Name": "StarReturnDemoStarter", "Notes": "Creates and controls the sequence used when the player returns to a HUB world with a Power Star. It does not appear initially, but it can appear through cutscene actions.", "Games": 3, "Progress": 2, "Parameters": {"Rail": {"Games": 3, "Needed": true, "Description": "The fly-in path used at the start of the cutscene.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Tries to register to the cutscenes with the names グランドスター帰還[2回目以降], パワースター帰還, パワースター帰還[NPC紹介], パワースター帰還[アイテム惑星] and パワースター帰還[初回].", "Exclusives": []}}}, {"InternalName": "StinkBugParent", "Name": "StinkBugParent", "Notes": "A larger variant of a Mandibug that carries a child on its back. Likewise, it charges towards the player. It can be defeated by Ground Pounding its child and then its back. It will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry. In SMG2, this object won't appear initially unless it's forced to appear through cutscene actions.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "NamePos": {"Games": 3, "Needed": true, "Description": "Additional placements that can be freely placed.", "Values": [{"Value": "子連れカメムシデモ後ポイント", "Notes": "Player's position after defeating the child"}], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": true, "Description": "Can take part in a cutscene. Its cutscene nerve action should be triggered during the cutscene part with the name ダメージ中.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "StinkBugSmall", "Name": "StinkBugSmall", "Notes": "A purple bug enemy that charges towards the player. It can be defeated by Ground Pounding on its back. It drops three Star Bits in SMG1 and a single Coin in SMG2 when defeated.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates left and right. Default is 180, which means it makes a full rotation.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves when it charges at the player. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Disable Collision Mesh?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, its collision mesh will be disabled so that the player cannot stand on its back.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies. If used, it won't drop any items.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If activated, it will start to fall down which causes it to respond to gravity too.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "StoryBookAreaText", "Name": "StoryBookAreaText", "Notes": "An area that will display a specific text message when entered in special \"picture book\" stages.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Message ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the message to be displayed. Default is -1.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "Displayed when the player is inside this area. The dialogue's label has the format StoryBook%03d where %03d is Obj_arg0's value.", "Exclusives": []}}}, {"InternalName": "StoryBookAreaWarp", "Name": "StoryBookAreaWarp", "Notes": "An area that will warp the player to a specific point when entered in special \"picture book\" stages.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Warp ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ID of the warp point that the player should be warped to. Default is -1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Player Animation", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The player's animation used after arriving at the destination. Default is -1.", "Values": [{"Value": "-1", "Notes": "Unchanged"}, {"Value": "0", "Notes": "Walking"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "NamePos": {"Games": 2, "Needed": true, "Description": "The point that the player gets warped to. The name has the format 絵本移動ポイント%03d where %03d is Obj_arg0's value.", "Values": [], "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "StrayTico", "Name": "StrayTico", "Notes": "A Silver Star that is trapped in a bubble. It can be collected by popping the bubble. It should be linked to a proper CollectTico instance using ParentID (SMG1) / GeneratorId (SMG2).", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when collected.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "StringSpider", "Name": "StringSpider", "Notes": "A spider enemy that hangs from a thread of webbing. When the player is nearby, it will drop and swing back and forth on their threads to damage the player. They can be defeated using most of the player's attacks, explosions and objects like Stretch Plants. They can drop a Coin or three Star Bits.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Thread Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "The length of its thread. Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Swing Axis", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The axis that it swings along. If set to 2, it will swing along its own Z axis.", "Values": [{"Value": "-1", "Notes": "Any axis"}, {"Value": "2", "Notes": "Z axis"}], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Length", "Type": "Integer", "Games": 1, "Needed": false, "Description": "Sets the shadow drop length. Default is -1 which causes it to use a spherical shadow instead.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, it will drop when this switch is activated and climb up again when deactivated again. ", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and attacked (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SubmarineSteam", "Name": "SubmarineSteam", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SubmarineVolcanoBigColumn", "Name": "SubmarineVolcanoBigColumn", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SunLightArea", "Name": "SunLightArea", "Notes": "An area that defeats Boos and removes the Boo power-up from the player if they are not covered by \"Sunshade\" collision meshes. SunshadeMapParts is the only class of objects that supports these collision meshes. Thus, the area cannot be properly utilized in SMG2.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SunshadeMapParts", "Name": "SunshadeMapParts", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SuperDreamer", "Name": "SuperDreamer", "Notes": "A cosmic variant of Rosalina that offers players to beat the level for them. However, the spirit will only appear if SW_APPEAR is activated or if the player failed the selected mission a set amount of times. The PAD data used to simulate player input can be found in the pad folder of the Galaxy's Ghost archive.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "PAD File & Spawn ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The index of the Galaxy's Dreamer%d.pad file to use, where %d is this argument's value. This also specifies the spawn point for the player.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Required Deaths", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of deaths required in the currently selected mission for it to appear. Default is -1 which means it requires SW_APPEAR to appear.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label formats are SuperDreamer%03d and SuperDreamerEnd%03d, where %03d is the text message ID. If set to -1, the default dialogue from SceneCommonMessage will be used.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "2", "Notes": "Randomly change idle animation"}], "Exclusives": []}, "KillFunc": {"Games": 2, "Description": "Object-specific behavior for KillFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Start transformation"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "SuperSpinDriver", "Name": "SuperSpinDriver", "Notes": "A large star-shaped ring that launches the player from one point to another when using the Spin Attack nearby. If the object is SuperSpinDriverGreen, the model SuperSpinDriverEmpty will be loaded and the Launch Star cannot be used until the player has collected all three special Green Stars.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Flight Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How long it takes to complete the flight. Default 300.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Player Pull Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the player gets pulled into the Launch Star when nearby.", "Values": [{"Value": "-1", "Notes": "Gets pulled into Launch Star"}, {"Value": "0", "Notes": "Doesn't get pulled into Launch Star"}], "Exclusives": []}, "Obj_arg3": {"Name": "Camera Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of event cameras to be used during the flight.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Appearance Jingle", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the appearance jingle will be played.", "Values": [{"Value": "-1", "Notes": "Plays appearance jingle"}, {"Value": "1", "Notes": "Doesn't play appearance jingle"}], "Exclusives": []}, "Obj_arg5": {"Name": "Player Rotation", "Type": "Float", "Games": 3, "Needed": false, "Description": "The initial rotation of the player used before the player gets launched. This also affects the angle at which the player lands.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Respawn Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies whether the object should reappear after dying or not.", "Values": [{"Value": "-1", "Notes": "Object needs to be spawned again"}, {"Value": "1", "Notes": "Object spawns if it has already appeared before dying"}], "Exclusives": []}, "Obj_arg7": {"Name": "Draw Path Range Index", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The index of this Launch Star's path that is used for updating the segment of the flight path that should be rendered. Useless in SMG2 since this feature is dummied-out in that game.", "Values": [], "Exclusives": []}, "Path_arg1": {"Name": "Visible Path Cut Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "How much to cut off from the visible path's end. Default is 0.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the Launch Star will be shrunken an unusable until the switch is activated.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Once activated, the Launch Star will disappear. If the switch gets deactivated again, it will reappear.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the player will fly along.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group the Launch Star with a TicoFat-like object. The objects in this group will appear once the TicoFat-like object disappears.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when flying. Multiple camera configurations can be used, the count needs to be specified by Obj_arg3, though. Furthermore, 出現イベント用 is used for appearance.", "Values": [], "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Can take part in a cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Can be followed by another BaseMtxFollower object.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Optional text to be displayed on its center. The text dialogue's label format is SuperSpinDriver%03d, where %03d is the text message ID.", "Exclusives": []}}}, {"InternalName": "SupportFlushPoint", "Name": "SupportFlushPoint", "Notes": "An orange butterfly that only appears while playing with two players. It can be targeted and attacked by the Orange Luma which causes it to make some items appear.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Item Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The kind of item to spawn.", "Values": [{"Value": "-1", "Notes": "3 Star Bits"}, {"Value": "0", "Notes": "1 Coin"}, {"Value": "1", "Notes": "Nothing"}], "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and attacked by player 2, causing it to spawn some items.", "Exclusives": []}}}, {"InternalName": "SurfRay", "Name": "SurfRay", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SurprisedGalaxy", "Name": "SurprisedGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SwingLight", "Name": "SwingLight", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SwingRope", "Name": "SwingRope", "Notes": "A vine that the player can swing around on by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the vine.", "Games": 3, "Progress": 2, "Parameters": {"Camera": {"Games": 3, "Needed": false, "Description": "Used when swinging on the vine.", "Values": [], "Exclusives": []}}}, {"InternalName": "SwitchArea", "Name": "SwitchArea", "Notes": "An area that manipulates a switch once the player enters it. The logic and several additional conditions can be specified.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Deactivate Outside Area?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If enabled, SW_A will be disabled again after leaving the area.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Negate Output?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, SW_A will be deactivated instead.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Ground Use Only?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the player must be on the ground to activate SW_A.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what sound effect to play after updating SW_A's state. This only occurs once per area.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "0", "Notes": "SE_SY_READ_RIDDLE_S"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_SS"}], "Exclusives": []}, "Obj_arg5": {"Name": "Required Rush Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what special rush condition is needed to activate the switch.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Player is using Spin Drill"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "The event to trigger when Mario enters the area.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If used, this switch needs to be activated in order to make this area manipulate SW_A.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SwitchBox", "Name": "SwitchBox", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "SwitchFreezePlanet", "Name": "SwitchFreezePlanet", "Notes": "A special planet object that uses an additional \"Ice\" model that will appear when its cutscene functor action gets triggered.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Already Frozen?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the planet will already use its \"Ice\" model.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Can be activated when the object is killed through a cutscene action.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. Its special cutscene functor action causes it to freeze up.", "Exclusives": []}}}, {"InternalName": "SwitchingMoveBlock", "Name": "SwitchingMoveBlock", "Notes": "A platform that can move and rotate when SW_A gets activated. If the switch gets deactivated again, the platform returns to its original placement.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "X Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to move the object from its position on the X-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Y Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to move the object from its position on the Y-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Z Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far to move the object from its position on the Z-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "X Rotation", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to rotate object around the X-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Y Rotation", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to rotate object around the Y-axis. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Z Rotation", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to rotate object around the Z-axis. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Applies the offset and rotation to the object's placement when activated. When deactivated again, the object returns to its original placement.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "SwitchSynchronizer", "Name": "SwitchSynchronizer", "Notes": "Provides NOT gate logic for switches. There are two possible outcomes. If SW_B and SW_A are activated, SW_A will be deactivated. If SW_B and SW_A are deactivated, SW_A will be activated.", "Games": 3, "Progress": 2, "Parameters": {"SW_A": {"Games": 3, "Needed": true, "Description": "Secondary input, also functions as output.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": true, "Description": "Primary input switch.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Syati", "Name": "Syati", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Takobo", "Name": "Takobo", "Notes": "An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will headbutt the player (SMG1) or shoot a rock at the player (SMG2). It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Lava Interaction", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How it interacts with lava collision.", "Values": [{"Value": "-1", "Notes": "Doesn't die to lava"}, {"Value": "1", "Notes": "Dies to lava"}], "Exclusives": []}, "Obj_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "In what directions it moves.", "Values": [{"Value": "-1", "Notes": "Forth and back"}, {"Value": "0", "Notes": "Right to left"}, {"Value": "1", "Notes": "Left to right"}, {"Value": "3", "Notes": "Back and forth"}], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The rate at which it moves. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Movement Distance", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves from its initial position. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Disable Rock Gravity?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the rocks that it throws won't recalculate their gravity vector.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will connect to the collision mesh below.", "Values": [], "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "TakoHei", "Name": "TakoHei", "Notes": "An octopus enemy that can be defeated using most player attacks. When the player gets near, it hops backwards to flee. If they flee for too long, they will stop hopping around for a short while. It will shoot a rock at the player to defend from a short distance. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted, frozen and defeated (SMG2 only) by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "TakoSho", "Name": "TakoSho", "Notes": "An octopus enemy that can be defeated using most player attacks. It can also be defeated by an enemy's explosion attack and Koopa Shells. It moves a set distance. Once the player gets close, it will shoot two rocks at the player, one at a time, to damage them. It drops a Coin when stomped or Ground Pounded, and it drops Star Bits when damaged through other means.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Movement Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "In what directions it moves.", "Values": [{"Value": "-1", "Notes": "Forth and back"}, {"Value": "0", "Notes": "Right to left"}, {"Value": "1", "Notes": "Left to right"}, {"Value": "3", "Notes": "Back and forth"}], "Exclusives": []}, "Obj_arg2": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Movement Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far it moves from its initial position. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Connect to Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will connect to the collision mesh below.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted, frozen and defeated by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "Tamakoro", "Name": "Tamakoro", "Notes": "A rolling ball containing a Power Star or a Purple Coin that the player can ride on by jumping on it. In SMG1, the tutorial signboard TamakoroTutorial needs to be linked to it. In SMG2, the signboard is not mandatory, and it's renamed to SignBoardTamakoro. Furthermore, GeneralRestartPos can be linked to the Star Ball to specify a respawn point for the Star Ball in SMG2. It will always spawn a Power Star when destroyed which requires a properly configured Scenario entry. If it contains a Purple Coin, no Power Star will be spawned.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Holds Purple Coin?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the Star Ball will hold a Purple Coin instead of a Power Star.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when the player starts riding the Star Ball. Gets deactivated again after the Star Ball gets destroyed.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after opening it. If Obj_arg0 is set in SMG2, it won't spawn a Power Star.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TamakoroJumpGuidanceArea", "Name": "TamakoroJumpGuidanceArea", "Notes": "An area that displays a layout showing how to jump with a Star Ball.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power-Up Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to enable the tutorial.", "Values": [{"Value": "-1", "Notes": "No power-up required"}, {"Value": "0", "Notes": "Player has Cloud power-up"}, {"Value": "1", "Notes": "Player has Boo power-up"}, {"Value": "2", "Notes": "Player rides Star Ball"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the tutorial will be shown only if this switch is activated. Can be used in combination with SW_B.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If this and SW_A are used, the tutorial will be shown only if SW_A is activated and SW_B is deactivated. Has no use if SW_A is not used.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "TamakoroMoveGuidanceArea", "Name": "TamakoroMoveGuidanceArea", "Notes": "An area that displays a layout showing how to move with a Star Ball.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Power-Up Condition", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The required power-up state condition to enable the tutorial.", "Values": [{"Value": "-1", "Notes": "No power-up required"}, {"Value": "0", "Notes": "Player has Cloud power-up"}, {"Value": "1", "Notes": "Player has Boo power-up"}, {"Value": "2", "Notes": "Player rides Star Ball"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, the tutorial will be shown only if this switch is activated. Can be used in combination with SW_B.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "If this and SW_A are used, the tutorial will be shown only if SW_A is activated and SW_B is deactivated. Has no use if SW_A is not used.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}}}, {"InternalName": "TamakoroTutorial", "Name": "TamakoroTutorial", "Notes": "A special signboard that needs to be linked to a proper Tamakoro instance. It will teach the player about Star Ball controls when talked to or when the player steps on the Star Ball.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Prevent Tutorial?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the tutorial sequence will be skipped even if the player hasn't played the tutorial yet.", "Values": [], "Exclusives": []}, "Message": {"Games": 3, "Needed": false, "Description": "Uses TamakoroTutorial when Obj_arg0 is set to -1 and TamakoroTutorial2nd if set to any other value. The dialogues are found in SceneCommonMessage.", "Exclusives": []}}}, {"InternalName": "Terebo", "Name": "Terebo", "Notes": "An undead enemy that moves on a set path. It cannot be defeated by any means, however, it will hide for a short amount of time when using the Spin Attack nearby. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light beams.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves. If not set to -1, it will also enable gravity calculation. Default is 5.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Hide Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set to 0, this point allows the Octoboo to hide. In order to hide an Octoomba properly, this needs to be set to 0 for the first and last point of a path segment.", "Values": [{"Value": "-1", "Notes": "Don't allow hiding"}, {"Value": "0", "Notes": "Allow hiding"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If one Octoboo from this group gets frozen by the Orange Luma, all Octoboos will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "TereboGroup", "Name": "TereboGroup", "Notes": "A generator that creates a group of Octoboos that move on a set path. Obj_arg6 needs to be configured as the default number of Octoboos is 0.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which the Octoboos moves. If not set to -1, it will also enable gravity calculation. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Number of Octoboos", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Octoboos. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Octoboo Spacing", "Type": "Float", "Games": 2, "Needed": false, "Description": "The distance between each Octoboo. If the value is 0, the Octoboos will be evenly laid out on the path. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Hide Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If set to 0, this point allows the Octoboos to hide. In order to hide an Octoomba properly, this needs to be set to 0 for the first and last point of a path segment.", "Values": [{"Value": "-1", "Notes": "Don't allow hiding"}, {"Value": "0", "Notes": "Allow hiding"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The Octoboos and Octoboos will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The Octoboos will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that the Octoboos moves on.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "If one Octoboo from this group gets frozen by the Orange Luma, all Octoboos will stop moving.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Player2Targetable": {"Games": 2, "Description": "The Octoboos can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Teresa", "Name": "Teresa", "Notes": "A ghost enemy that will hide when looked at by the player. If the player turns away, it will go after the player to attack them. When the player is using the Boo power-up, it will chase the player. It can be defeated using fireballs, the Rainbow power-up and Koopa Shell light rays. Furthermore, it will be defeated when it enters a GlaringLightArea or a SunLightArea. If the object is called TeresaChief, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Appearance Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the Boo appears.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "0", "Notes": "From ground"}, {"Value": "1", "Notes": "From wall"}], "Exclusives": []}, "Obj_arg1": {"Name": "Matter Splatter Drop Size", "Type": "Float", "Games": 2, "Needed": false, "Description": "The radius of the Matter Splatter drop. Default is 0 which disables the drop.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Toad/Luma Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame of the Toad or Luma contained inside the cage.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Item Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The item that is displayed inside the cage. 6 also creates a Key, all other values create a Coin. If the object is TeresaChief, it will always spawn a Power Star instead.", "Values": [{"Value": "-1", "Notes": "Nothing"}, {"Value": "0", "Notes": "Coin"}, {"Value": "1", "Notes": "Toad"}, {"Value": "2", "Notes": "Sling Star"}, {"Value": "3", "Notes": "Launch Star"}, {"Value": "4", "Notes": "Star Bits"}, {"Value": "5", "Notes": "Luma"}, {"Value": "6", "Notes": "Key"}, {"Value": "7", "Notes": "Power Star"}, {"Value": "8", "Notes": "1-Up Mushroom"}, {"Value": "9", "Notes": "Goomba"}, {"Value": "10", "Notes": "Blue Star Chip"}, {"Value": "11", "Notes": "Yellow Star Chip"}, {"Value": "12", "Notes": "Silver Star"}, {"Value": "13", "Notes": "Grand Star"}, {"Value": "14", "Notes": "Life Mushroom"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated by the Key that will be spawned if Obj_arg7 is set to 6.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": ["TeresaChief"]}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "TeresaAtomic", "Name": "TeresaAtomic", "Notes": "A large Boo surrounded by four smaller Boos that can move on a path or move forwards indefinitely. They damage the player upon contact. It will be defeated when it enters a GlaringLightArea or a SunLightArea. If Obj_arg2 is set, it will spawn a Power Star when defeated, however, this requires a properly configured Scenario entry.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves. Default is 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Matter Splatter Drop Size", "Type": "Float", "Games": 2, "Needed": false, "Description": "The radius of the Matter Splatter drop. Default is 0 which disables the drop.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Power Star Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If non-negative, it will register and spawn a Power Star.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "TeresaRacer", "Name": "TeresaRacer", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TeresaWater", "Name": "TeresaWater", "Notes": "A simple Boo variant for underwater sections that moves back and forth. It can be defeated using the Rainbow power-up or a Koopa Shell's light ray, causing it to drop a single Coin.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Front Movement Limit", "Type": "Float", "Games": 3, "Needed": false, "Description": "How far it moves back and forth. Default is 800.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Invalidate Shadow?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its shadow will be invalidated.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "Player2Targetable": {"Games": 3, "Description": "Can be targeted and frozen by player 2.", "Exclusives": []}}}, {"InternalName": "Tico_SMG1", "Name": "Tico (SMG1)", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "Tico_SMG2", "Name": "Tico (SMG2)", "Notes": "A cute star-shaped NPC that can be talked to. It supports various different behaviors. Interestingly, it also creates a cutscene model for Young Master Luma if Obj_arg1 is set to 2, but this is never used.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The color frame to be used. This also specifies what texts should be displayed when feeding it Star Bits. Default is 0.", "Values": [{"Value": "0", "Notes": "Yellow"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Red"}, {"Value": "4", "Notes": "Purple"}, {"Value": "5", "Notes": "Pink"}, {"Value": "6", "Notes": "Orange (SMG2 only)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Behavior", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Its general behavior.", "Values": [{"Value": "0", "Notes": "Default"}, {"Value": "1", "Notes": "Fall to the ground, then talk to the player"}, {"Value": "2", "Notes": "Does nothing"}, {"Value": "3", "Notes": "Transform after talking"}, {"Value": "6", "Notes": "Moves on path, pauses when player is near"}, {"Value": "7", "Notes": "Appear when SW_APPEAR is activated"}, {"Value": "8", "Notes": "Moves on path, starts conversation"}, {"Value": "9", "Notes": "Disables player control until player is nearby"}], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Dialogue?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the talk controller won't be initialized. In other words, it cannot be talked to.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Feed Message", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the texts to be used when feeding it Star Bits. By default, this value is equal to Obj_arg0's value.", "Values": [{"Value": "0", "Notes": "Thanks!/YUMM!/Mmmmm...happy.../Eeheehee.../Tasty!"}, {"Value": "1", "Notes": "Thank you!/That's the ticket!/So generous! So tasty!/Happy deliciousness.../Thanks so much!"}, {"Value": "2", "Notes": "ALL FOR MEEE!/Snacky happiness!/Boooom! Flavor!/So full... So happy!/Yay! Thanks!"}, {"Value": "3", "Notes": "Yay! Thanks!/You're so nice!/Ooh, yummy!/Heh!/Mmm...more..."}], "Exclusives": []}, "Obj_arg5": {"Name": "Gravity Affects Pose?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, its pose will be affected by gravity.", "Values": [], "Exclusives": []}, "Path_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The rate at which it moves on the path.", "Values": [], "Exclusives": []}, "Path_arg1": {"Name": "Start Near Player?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will start to move from the path coordinate that is closest to the player. Only used if Obj_arg1 is set to 6.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Can be used to start the path movement if Obj_arg1 is set to 6 or 8. Alternatively, it can be activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on. Needed when Obj_arg1 is set to 6 or 8.", "Exclusives": []}, "Group": {"Games": 2, "Needed": false, "Description": "Used to group it crystal cages in Gateway Galaxy. Useless in SMG2, though.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Can take part in a cutscene. If registered to マリオ顔惑星変化, it cannot be talked to, and it will only turn towards the player.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is Tico%03d, where %03d is the text message ID.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes. Enables a special talk sequence, however, this won't work since it never gets initialized. Therefore, this is effectively useless.", "Values": [{"Value": "0", "Notes": "Useless"}], "Exclusives": []}, "KillFunc": {"Games": 2, "Description": "Object-specific behavior for KillFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Transforms and kills itself"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "World 1 unlocked?"}, {"Value": "1", "Notes": "World 2 unlocked?"}, {"Value": "2", "Notes": "Comets unlocked?"}, {"Value": "3", "Notes": "World 3 unlocked?"}, {"Value": "4", "Notes": "World 4 unlocked?"}, {"Value": "5", "Notes": "World 5 unlocked?"}, {"Value": "6", "Notes": "World 6 unlocked?"}, {"Value": "7", "Notes": "Green Stars unlocked?"}, {"Value": "8", "Notes": "120 Stars collected?"}, {"Value": "9", "Notes": "Initialized Starship events?"}], "Exclusives": []}, "YoshiTargetable": {"Games": 2, "Description": "Can be targeted and licked by Yoshi.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. if placed on Starship Mario.", "Exclusives": []}}}, {"InternalName": "TicoAstro", "Name": "TicoAstro", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoBaby", "Name": "TicoBaby", "Notes": "A variant of Master Luma that lies down on the ground. If the object is killed, for example through the cutscene system, the player's Spin Attacks will be enabled.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name ベビチコ出会い. While that cutscene is running, it performs some background music changes. If the cutscene part マリオ驚き is active, the music will be changed to BGM_SMG2_EV_PROLO_03. If the cutscene part チコ帽子の中へ is active, the music will be changed to BGM_SMG2_JG_MEETCHIKO.", "Exclusives": []}}}, {"InternalName": "TicoBig", "Name": "TicoBig", "Notes": "A large Luma NPC that can be talked to.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "The text dialogue's label format is TicoBig%03d, where %03d is the text message ID.", "Exclusives": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "TicoCoin", "Name": "TicoCoin", "Notes": "One of the main collectibles in a Galaxy. There should only be one in every proper Galaxy. TubeSliderTicoCoin is a variant to be used on tube slides. It needs to be linked to a proper TubeSlider instance. TubeSliderTicoCoin has a far clipping distance of 300 meters.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Initial Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide at which the object gets positioned initially.", "Values": [], "Exclusives": ["TubeSliderTicoCoin"]}, "Obj_arg1": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the object should be placed. Default is 0.", "Values": [], "Exclusives": ["TubeSliderTicoCoin"]}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 出現デモカメラ for appearing.", "Values": [], "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "Continues movement during cutscenes, NPC conversations, etc. However, this only works during the first scenario of JungleGliderGalaxy.", "Exclusives": []}}}, {"InternalName": "TicoComet", "Name": "TicoComet", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoDomeLecture", "Name": "TicoDomeLecture", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoFat", "Name": "TicoFat", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoFatCoin", "Name": "TicoFatCoin", "Notes": "A bigger Luma that requests a certain number of Coins. If the player gives them Coins, it will transform, disappear and activate a switch. If the player already gave it Coins before, it will disappear immediately and activate the switch. There should only be one per stage. When it transforms, it tries to move on a path, however, this is optional.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Requested Coins", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of requested Coins. Default is 5.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Special Talking Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use the camera with the name 独自会話 when talked to.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Very buggy so it shouldn't be used. The object will appear when this switch is activated, but it will always have appeared even if the switch is deactivated. Deactivating the switch again will fix this, though.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after it disappears. Alternatively, it can be activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it can move on after eating the player's Coins.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 飛行 when flying. If Obj_arg7 is set, it will use 独自会話 when talked to.", "Values": [], "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Show Coin counter"}, {"Value": "1", "Notes": "Hide Coin counter"}, {"Value": "2", "Notes": "Synchronize and hide Coin counter"}, {"Value": "3", "Notes": "Start transformation"}], "Exclusives": []}, "BranchFunc": {"Games": 2, "Description": "Object-specific behavior for BranchFunc branch flow nodes.", "Values": [{"Value": "0", "Notes": "Player has enough Coins?"}], "Exclusives": []}}}, {"InternalName": "TicoFatStarPiece", "Name": "TicoFatStarPiece", "Notes": "A Hungry Luma that appears when requested on a World map. The number of Star Bits it demands is specified in the World's respective WorldMap data file. Once fed, it will along its path and disappear.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated. However, this shouldn't be used.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on after eating Star Bits.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Tries to register to the cutscene with the name ハラペコスターピースチコ紹介.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "Can be registered to a Starship Mario object appearance event.", "Exclusives": []}, "Message": {"Games": 2, "Needed": false, "Description": "Its dialogue sequence is part of SceneCommonMessage, meaning that there is no need to set it up individually.", "Exclusives": []}, "EventFunc": {"Games": 2, "Description": "Object-specific behavior for EventFunc event flow nodes.", "Values": [{"Value": "0", "Notes": "Make feedable"}], "Exclusives": []}}}, {"InternalName": "TicoGalaxy", "Name": "TicoGalaxy", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoRail", "Name": "TicoRail", "Notes": "A decorative variant of a Luma that moves on a set path. If two or more TicoRail objects share the same path, they may interact with each other when they meet on the path. It can be fed Star Bits, although this effect is purely cosmetic. The texts that are displayed when fed can be adjusted too.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Color Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to be used. This also specifies what texts should be displayed when feeding it Star Bits. Default is 0.", "Values": [{"Value": "0", "Notes": "Yellow"}, {"Value": "1", "Notes": "Blue"}, {"Value": "2", "Notes": "Green"}, {"Value": "3", "Notes": "Red"}, {"Value": "4", "Notes": "Purple"}, {"Value": "5", "Notes": "Pink"}, {"Value": "6", "Notes": "Orange (SMG2 only)"}], "Exclusives": []}, "Obj_arg4": {"Name": "Feed Message", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies the texts to be used when feeding it Star Bits. By default, this value is equal to Obj_arg0's value.", "Values": [{"Value": "0", "Notes": "Thanks!/YUMM!/Mmmmm...happy.../Eeheehee.../Tasty!"}, {"Value": "1", "Notes": "Thank you!/That's the ticket!/So generous! So tasty!/Happy deliciousness.../Thanks so much!"}, {"Value": "2", "Notes": "ALL FOR MEEE!/Snacky happiness!/Boooom! Flavor!/So full... So happy!/Yay! Thanks!"}, {"Value": "3", "Notes": "Yay! Thanks!/You're so nice!/Ooh, yummy!/Heh!/Mmm...more..."}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "Can take part in the cutscene named バトラーグリーンドライバ説明.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "Continues movement during cutscenes, NPC conversations, etc. In SMG1, this only works in the Comet Observatory.", "Exclusives": []}}}, {"InternalName": "TicoReading", "Name": "TicoReading", "Notes": "", "Games": 1, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoSeedGuidanceCube", "Name": "TicoSeedGuidanceCube", "Notes": "If the player stands inside this area, the game will display an explanation about how to feed a Hungry Luma with Star Bits. Does not work in SMG2.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "TicoShop", "Name": "TicoShop", "Notes": "A Luma salesman who sells the player a 1-Up Mushroom or a Life Mushroom for Star Bits. If the player gives them the requested Star Bits, it will transform into the requested item.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Requested Star Bits", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of requested Star Bits. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Special Talking Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use the camera with the name 独自会話 when talked to.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "Appears when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Activated or deactivated depending on the used event flow node.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "Enables rendering and resumes updates when this switch is active.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "If Obj_arg7 is set,