{"Timestamp": 1674939917, "Classes": [{"InternalName": "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": "The object will become visible and resume movement 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": "Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "AirBubble", "Notes": "A stationary bubble that replenishes air when collected underwater. Can be collected by the Orange Luma in SMG2.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Activated when popped.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the cage gets opened.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve action makes it start moving.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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 util 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Activated when hit, deactivated when hit again.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "GeneralPos": {"Games": 3, "Needed": false, "Description": "合体ブロック故郷点 specifies the resting position.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "AttackRockTutorial", "Notes": "A rock that emits from the ground and breaks into a yellow orb. It can be smashed into KoopaSeals.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player stands on the rock.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": ["MarioFaceShipChimney"]}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": ["KoopaBackEffect", "MarioFaceShipChimney", "MarioFaceShipJet"]}}}, {"InternalName": "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 in any way, however, it can be frozen by the Orange Luma.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "MoveLimitCollision": {"Games": 2, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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 life time 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", "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. Can be frozen by the Orange Luma in SMG2.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": true, "Description": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "BalloonFruit", "Notes": "A fruit that, when eaten, transforms Yoshi into Blimp Yoshi. Can be targeted by the Orange Luma to make it swing. 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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", "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": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the second player's pointer.", "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", "Type": "Integer", "Games": 1, "Needed": false, "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": []}}}, {"InternalName": "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 is not using the Ice power-up. Can be targeted by the Orange Luma in SMG2.", "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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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. Can be frozen by the Orange Luma. It will spawn 7 Star Bits if 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "バッタンキング基準位置 is used as his position after the battle. マリオ位置 is used to position the player after the battle.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "BattanKing000 specifies the introduction text. BattanKing001 specifies the text after defeating him.", "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 should appear or disappear, respectively.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": {}}, {"InternalName": "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", "Type": "Integer", "Games": 3, "Needed": false, "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", "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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. It can be defeated by the Orange Luma in SMG2.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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"]}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "プレイヤーデモ位置(ベリードラゴン戦) is used to position the player during the intro.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrBellyDragon is used during the intro cutscene with Bowser Jr.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used during the intro, midway cutscene and ending.", "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": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "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", "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": "Integer", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}}}, {"InternalName": "BenefitItemLifeUp", "Notes": "An item that increases the player's health to 6 when collected. Can be collected by the Orange Luma in SMG2.", "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": "Integer", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "BenefitItemOneUp", "Notes": "An item that grants the player an extra life when collected. Can be collected by the Orange Luma in SMG2.", "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": "Integer", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "BgmChangeArea", "Notes": "Changes the background music using the stage's music information in StageBgmInfo. Supports several different 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 actived.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "BindEndArea", "Notes": "A useless area that has no actual effect in-game.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If triggered, it disappears immediately.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player gets sucked in by it.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Disappears if the action is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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", "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", "Type": "Integer", "Games": 1, "Needed": false, "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": "The object will appear 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", "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 SW_A and 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": "Reactivates SW_A and destroys chips after reloading the scene"}], "Exclusives": []}, "SW_APPEAR": {"Games": 1, "Needed": false, "Description": "The object will appear 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", "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 hardcoded 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", "Type": "Float", "Games": 3, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "Appears if the action is activated.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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. Can be frozen by the Orange Luma in SMG2.", "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": "The object will appear 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": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 500.0f", "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": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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_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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Registered but never activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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. Can be frozen by the Orange Luma as well.", "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 MapObj?", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "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 fire balls 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.\nShe 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 it Ground Poundable once activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Specifies the points that she will look at move to randomly.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "ボスブッスン位置 is used as her position after the battle. マリオ位置 is used to position the player after the battle.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when it gets damaged.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "ジュゲム突進点1 and ジュゲム突進点2 are used as the right and left points that it moves between when using the thunderbolt attack. カメラ基準点 is used as the orientation point that the camera will look at most of the time. ボスジュゲムデモ位置 defines the position of the intro cutscene. ボスジュゲムダウンデモ位置 defines the position of the defeated cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Its main movement path that it flies and walks on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when falling onto the ground.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Used to group several trash piles for use with the Gearmo minigame.", "Exclusives": ["BreakableTrash"]}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when it gets destroyed.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "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"]}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "BringEnemy", "Notes": "This registers and controls the enemies requested by a CareTakerHunter. This object is usually linked to a CareTakerHunter using GeneratorId. Otherwise, it's useless on its own. The requested enemies can be attached to this object by setting their GeneratorId to this object's l_id. 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Activated after the request is fulfilled.", "Exclusives": []}}}, {"InternalName": "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. The Orange Luma can freeze its movement.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": []}}}, {"InternalName": "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": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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 a SW_A. Instead, the player can use Fire Balls to lit 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 RiddleSE"}], "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the cage gets opened.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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 depending on the branch and event flows. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.", "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": "Minigame Timer for Mario", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How much time the player has during a minigame. Default is 30. In SMG1, this is only used when playing as Mario.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Minigame Timer for Luigi", "Type": "Integer", "Games": 1, "Needed": false, "Description": "How much time the player has during a minigame 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": "The object will appear 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 activated, the player wins the minigame after the minigame timer runs out.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": false, "Description": "Gets activated when the minigame was failed.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "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 minigame.", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Gets spawned after triggering a special message flow.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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": "CareTakerHunter", "Notes": "A robotic NPC who quests the player to show him a specific enemy. This requires an instance of BringEnemy that can be linked to this object using GeneratorId. 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. Its special message event function causes the player to receive a 1-Up. Its special message branch function causes the player to loose their currently held item or enemy.", "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.", "Values": [{"Value": "-1", "Notes": "Gold"}, {"Value": "1", "Notes": "Silver"}], "Exclusives": []}, "Obj_arg4": {"Name": "Useless", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "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.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after showing the requested enemy.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "CaveInCube", "Notes": "Periodically spawns collapsing debris that can damage the player upon contact. The individual debris can be frozen by the Orange Luma. 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": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement 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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "ChimneyEntryObj", "Notes": "An invisible point that teleports the player to another position, just like a Warp Pipe. However, this works in one way only. The destination point needs to be specified using a GeneralPos.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "マリオ顔惑星煙突出口 defines the destination point.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when warping.", "Exclusives": []}}}, {"InternalName": "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", "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. The Orange Luma can freeze its movement.", "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": []}}}, {"InternalName": "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 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Coins appear.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. If its special action functor gets triggered, all Coins will appear.", "Exclusives": []}}}, {"InternalName": "ClipArea", "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": {"SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "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", "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": "The object will appear 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": "The object will become visible and resume movement 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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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", "Notes": "A coconut that can be flung into various obstacles and enemies by the player or the Orange Luma in SMG2. It can be kicked across the map. 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 gets 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc. However, this requires Obj_arg0 to be set.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the second player's pointer.", "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": []}}}, {"InternalName": "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. Both variants can be collected by the Orange Luma in SMG2. If they are stored inside a bubble, they will also restore the player's air when underwater. Coins will spin 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 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": "SurfaceCircle"}, {"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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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 by setting their GeneratorId's to this object's l_id. Compatible Coin 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the Coins appear.", "Exclusives": []}}}, {"InternalName": "CollapsePlane", "Notes": "A framed platform that will shrink down and disappear after the player stepped on it. The shrinking can be paused using the second player's pointer. 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the individual Silver Stars combine.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Makes the Power Star appear if 集めチコスター出現 action gets triggered.", "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": []}}}, {"InternalName": "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": "Integer", "Games": 3, "Needed": false, "Description": "Bitfield that toggles what faces of the collision can be stood on or jumped off. The values can be combined by adding them together. 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": {"GeneralPos": {"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.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file. The text goes by the name DemoEpilog.", "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": []}}}, {"InternalName": "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. Can be targeted and destroyed by the Orange Luma as well.", "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": []}}}, {"InternalName": "CountFlower", "Notes": "Creates and registers plant objects (PlantA, PlantB, PlantC, PlantD) and activates a switch once all of the plant objects have appeared. The individual plant objects have to be assigned to this object by setting their GeneratorId to this object's l_id. 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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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"]}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after destroying it. Requires Obj_arg7 to be set to 7.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers crystals of the same object type, but the group is never used for anything.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Appears after it gets destroyed.", "Exclusives": []}}}, {"InternalName": "CrystalCageOpa", "Notes": "An opaque crystal that can be destroyed with a Spin Attack, Yoshi's projectiles, the Spin Drill, a Koopa Shell or the Orange Luma 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": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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", "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 printf format string c:%04x. For example, if your camera area has an Obj_arg0 of 15, the corresponding ID label would be c:000f. This can also 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": "Integer", "Games": 3, "Needed": false, "Description": "Bitfield of 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 be bitmask 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "CymbalsStep", "Notes": "A set of cymbal platforms with separate collision meshes. The top one can be moved like a seesaw platform. A SW_A can be activated by Ground Pounding the top. 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": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MapPartsSeesaw1AxisRotator": {"Games": 2, "Exclusives": []}, "MapPartsSeesaw2AxisRotator": {"Games": 2, "Exclusives": []}, "MapPartsSeesaw2AxisRollerRotator": {"Games": 2, "Exclusives": []}}}, {"InternalName": "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 of the player's attacks. Furthermore, it can be eaten by Yoshi and frozen by the Orange Luma. Shooting a Star Bit at it will stun it.", "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": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. The doors open if the 扉開く cutscene part gets executed.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "DashFruit", "Notes": "A red pepper that, when eaten, transforms Yoshi into Dash Yoshi. Can be targeted by the Orange Luma to make it swing. Can be temporarily destroyed using Koopa Shells or Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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.", "Values": [{"Value": "-1", "Notes": "Kill player and compatible objects"}, {"Value": "1", "Notes": "Kill compatible objects except player"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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", "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after the cutscene ends.", "Exclusives": []}}}, {"InternalName": "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 much much more.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the second player's pointer.", "Games": 1, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 1, "Needed": true, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "MoveLimitCollision": {"Games": 1, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "DinoPackunBaby", "Notes": "A Piranha Plant boss that resides inside its small egg before the battle starts. The player has to destroy its egg shell 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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "ベビーディノパックンデモ位置 marks its position during cutscenes. プレイヤーデモ位置(ベビーディノパックン戦) sets the player's position before and after the boss fight as well as when the battle enters the second phase.", "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.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "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": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when hitting its tail.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 fire balls 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": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when hitting its tail.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": []}, "GeneralPos": {"Games": 3, "Needed": true, "Description": "マリオ再セット1 specifies the player's position after the intro cutscene, マリオ再セット specifies the player's position after hitting him and ドドリュウ再セット specifies his reset position after hitting it.", "Exclusives": []}, "Message": {"Games": 1, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "Dreamer", "Notes": "A green TV that displays the player's screen. It can be used to execute some pre-recorded developer gameplay after talking to it which is usually used to teach the player some gameplay elements. The PAD data for it can be found in the pad folder of the Galaxy's Ghost archive. It can use optional text when talked to, however, it will default to the text labeled as DreamerCommon000. It can also generate any object that is linked to it using GeneratorId.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "PAD File Index", "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.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 Cosmic Spirit (SuperDreamer).", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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. Furthermore, it can be eaten by Yoshi and frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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 hardcoded 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": "Mode", "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"}, {"Value": "6", "Notes": "Hide when exited"}], "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 set, the pipe will not be enterable until the switch is activated. EarthenPipeInWater won't show it's 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when entering or exiting.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc. This only works if the current galaxy is called HeavensDoorGalaxy.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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. The Orange Luma can destroy the charge balls.", "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": []}}}, {"InternalName": "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": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene. Its special cutscene nerve action makes it disappear.", "Exclusives": []}}}, {"InternalName": "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 a RailObj instance for each of the two points which can be linked to this object using GeneratorId.", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ExterminationCheckerWoodBox", "Notes": "A controller that creates and registers several linked wood crates. Individual crates can be linked to this object by setting their GeneratorId to this object's l_id. 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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ExterminationSwitch", "Notes": "A controller that activates a switch once all linked and compatible objects have been killed. Individual objects can be linked to this object by setting their GeneratorId to this object's l_id. 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Appears after killing all linked objects.", "Exclusives": ["ExterminationPowerStar"]}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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", "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId.", "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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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. It can also be frozen by the Orange Luma.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fire Balls per Stick", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Fire Balls 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "FireBubble", "Notes": "A blue fire ball enemy that burns the player upon contact. It can be defeated by shooting a Star Bit at it. The second player can freeze it when touched. In SMG2, the Orange Luma can stun it when shaking nearby. It drops a single Coin when defeated. It can spawn one more Coin when defeating it after it appears again.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": true, "Description": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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. However, the Orange Luma can freeze the fireballs. 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene. Its special cutscene functor action makes it stop shooting its flame.", "Exclusives": []}}}, {"InternalName": "FireRing", "Notes": "Creates a ring of evenly divided rotating fireballs that damage the player upon contact. The fireballs cannot be destroyed. However, the Orange Luma can freeze their movement.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Furthermore, the object will not appear initially.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene nerve causes it to grow from the ground.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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", "Notes": "A gray tile that flips periodically. If the player stands on it while it flips around, the player will be flinged 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. However, it can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "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": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Fountain", "Notes": "A splashing water fountain that only consists of particles instead of an actual model. If the player touches it, they will be flinged upwards.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear 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", "Notes": "A tall water fountain that consists of a model and particles. If the player touches it, they will be flinged upwards. The water fountain will disappear and reappear periodically.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene and will not appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "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 Bomb-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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": []}}}, {"InternalName": "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": "Pointable 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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Furthermore, the object will not appear initially.", "Exclusives": []}}}, {"InternalName": "GemCageS", "Notes": "A breakable object that can spawn several items once destroyed. Objects of this class 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", "Notes": "Defines the respawn point for a Star Ball. The respawn point needs to be linked to a Star Ball (Tamakoro) using GeneratorId. 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", "Notes": "A squid enemy that spawns a Coin when defeated. It damages the player upon contact. The player can defeat it with any attack. The second player can freeze and defeat it with their pointer.", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "GliBird", "Notes": "The colorful tropical bird that the player can glide with. It's usually deactivated but it becomes functional when the actual gliding race is started after talking to a correctly set up Jibberjay. Due to how the gliding race works, it can only be properly used in JungleGliderGalaxy and ChallengeGliderGalaxy.", "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": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player and Fluzzard die.", "Exclusives": []}}}, {"InternalName": "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_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GliderBalloon", "Notes": "A large balloon that reveals five Star Bits when touched by the player. It also pops by shooting a Star Bit on it or by using the Orange Luma's Spin Attack.", "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": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc. This only works if the current galaxy is JungleGliderGalaxy.", "Exclusives": []}}}, {"InternalName": "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", "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalBarrelGravity", "Notes": "A gravity area that revolves around a barrel-shaped planet.", "Games": 2, "Progress": 1, "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": "Unknown", "Type": "Float", "Games": 2, "Needed": false, "Description": "Default is 1.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 for further customizability. 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 counter clockwise 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "GlobalDiskTorusGravity", "Notes": "A simple gravity area that pulls objects in its range towards a torus/ring-shaped volume.", "Games": 3, "Progress": 1, "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": "Disk Radius", "Type": "Float", "Games": 3, "Needed": false, "Description": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 counter clockwise 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that lays out the gravity points.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted, eaten and shot by Yoshi.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Float", "Games": 2, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Type": "Integer", "Games": 2, "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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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", "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Float", "Games": 2, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Type": "Integer", "Games": 2, "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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "ゲート中心 specifies the 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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": true, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": []}, "MoveLimitCollision": {"Games": 2, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "GravityArrow", "Notes": "A decorative arrow panel that rotates towards the player's gravity direction.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "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", "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": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "If used, transporation will be stopped once this switch gets activated. This also causes the beam to disappear.", "Exclusives": []}}}, {"InternalName": "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", "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": "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. Can be frozen by the Orange Luma as well.", "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 MapObj?", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": []}}}, {"InternalName": "HanachanRunaway", "Notes": "A variant of a Wiggler intended to be used on tube slides. It needs to be connected to a proper TubeSlider instance using GeneratorId in order to be created. Its Obj_args specify how it gets positioned on the slide. Unlike its normal variants, it cannot be defeated. However, it can be frozen by the Orange Luma.", "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": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement 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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": true, "Description": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on. Required when Obj_arg0 is set to 2.", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": "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": "The object will appear 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", "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": "The object will appear 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": "Used when the first clone appears.", "Exclusives": []}}}, {"InternalName": "InvisiblePolygonObj", "Notes": "A collision polygon without an actual visual model.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": 1, "Parameters": {"Obj_arg0": {"Name": "Unknown 0", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Unknown 1", "Type": "Float", "Games": 2, "Needed": false, "Description": "Default is 300.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Unknown 2", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Unknown 3", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": "", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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 its 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": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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. The Orange Luma can freeze it.", "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": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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. The Orange Luma can freeze it.", "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": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted, eaten and shot by Yoshi.", "Exclusives": []}}}, {"InternalName": "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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 life time 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 of the other Jump Beamers will do so as well.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when player gets bounced off.", "Exclusives": []}}}, {"InternalName": "JumpBranch", "Notes": "A pole that can be swung from and jumped off of.", "Games": 3, "Progress": 2, "Parameters": {}}, {"InternalName": "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 Group in this group launches a Topmini, all of the other Jump Guarders will do so as well.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when player gets bounced off.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "JumpStandAuto", "Notes": "A spring-like trampline that bounces the player into the air when jumping on it.", "Games": 2, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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 at Point?", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Casted 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": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "The object will become visible and resume movement 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": "The object takes part in the 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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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 object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": "The object will appear 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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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 object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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). It can be frozen by the Orange Luma.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and disassembled by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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.", "Exclusives": []}}}, {"InternalName": "KickStone", "Notes": "A small kickable stone. 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "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.", "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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "キングトッシンデモ開始位置 sets the player's position during the intro.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it. Requires Obj_arg1 to be configured correctly.", "Exclusives": []}}}, {"InternalName": "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. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.", "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"}, {"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": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 1, "Needed": false, "Description": "Gets activated when it dies.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawned after triggering a specific message event flow. Requires Obj_arg2 set to 8.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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": "KinopioBank", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {"MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "KinopioPostman", "Notes": "A variant of the iconic mushroom NPC 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. Additional Kinopio instances can be linked to it using GeneratorId. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.", "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_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "マリオ位置[郵便屋さんイベント] defines the player's position when talked to.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "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": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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", "Notes": "A sea mine that is chained to a fixation. When the player approaches it, its eyes will open and it turn 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": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "KirairaRail", "Notes": "A sea mine that moves on a path. When the player approaches it, its eyes will open and it turn 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": "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", "Notes": "", "Games": 2, "Progress": 1, "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": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Gets spawned after defeating him.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId. 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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 it using GeneratorId. 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": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "マリオ位置[デモ中] marks its position during the intro cutscene. マリオ位置[デモ後] marks its position during the ending cutscene. プレイヤー位置 can be used to mark the player's position after defeating it, although the player is invisible during the ending cutscene.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrCastle is used during the intro cutscene with Bowser Jr.", "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": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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": "The object takes part in the cutscene. Its special cutscene nerve action opens the gate.", "Exclusives": []}}}, {"InternalName": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 are linked to the generator using GeneratorId.", "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", "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 using GeneratorId.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "開始デモ sets the player's position at the beginning of the intro cutscene.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "DemoOpeningKoopaJrRobot is used during the intro cutscene with Bowser Jr.", "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": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "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": "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": "The object will appear 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_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId. 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 扉イン when entering the door through the gravity light beam.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "LavaBubble", "Notes": "A small lava bubble that jumps out and back into lava. It damages the player upon contact and it can be frozen by the Orange Luma. 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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.", "Games": 3, "Progress": 2, "Parameters": {"SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "FloaterFloatingForceTypeNormal": {"Games": 3, "Exclusives": []}}}, {"InternalName": "LavaGeyser", "Notes": "A lava geyser that periodically appears and disappear. It damages the player and compatible objects upon contact. In SMG2, it can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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": "LavaProminence", "Notes": "A fireball that appears periodically and moves on a path. It damages the player upon contact and it can be frozen by the Orange Luma. If the object is LavaProminenceWithoutShadow, its shadow will be invalidated.", "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": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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 object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "Integer", "Games": 3, "Needed": false, "Description": "Bitfield of models that should be rendered when entering this area. These values can be combined by adding the values together. 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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", "Notes": "An area that changes the currently active lightin 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "LightFruit", "Notes": "A yellow pear that, when eaten, transforms Yoshi into Bulb Yoshi. Can be targeted by the Orange Luma to make it swing. Can be temporarily destroyed using Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "LuigiTalkNpc", "Notes": "A non-playable variant of Luigi that can be talked to. LuigiIntrusively allows the player to play as Luigi when talked to in a galaxy. Due to its complexity, its individual message flow functions are explained on the Luma's Workshop wiki.", "Games": 2, "Progress": 1, "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": ["LuigiTalkNPC"]}, "Obj_arg7": {"Name": "Use Unique Talk Camera?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, a unique camera will be used when talking to him", "Values": [], "Exclusives": ["LuigiIntrusively"]}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file. LuigiIntrusively will always load the text with the label LuigiIntrusively000.", "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.", "Exclusives": ["LuigiIntrusively"]}, "DemoCast": {"Games": 2, "Needed": false, "Description": "TODO", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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", "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", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "MameMuimuiScorer", "Notes": "A controller which creates and registers the individual Gummits from The Chimp's Skating Challenge. The offsets and sequences of the Gummits are specified in the ActorInfo files PositionList.bcsv and Sequence.bcsv, respectively. The player has 25 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 minigame is active.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": false, "Description": "ゲーム開始位置 sets the player's position for the beginning of the minigame. ゲーム終了位置 sets the player's position after the minigame.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": []}, "Camera": {"Games": 3, "Needed": false, "Description": "The starting camera to be used when spawning at this point.", "Exclusives": []}}}, {"InternalName": "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": "The cutscene that it belongs to. Expected to be called 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", "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": "The object will appear 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": "The object takes part in the cutscene. Triggering its cutscene functor action will display the Startship Mario explanation text.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement 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": "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "The cutscene that it belongs to. Expected to be called マリオ顔惑星発進デモ.", "Exclusives": []}}}, {"InternalName": "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.", "Exclusives": []}}}, {"InternalName": "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.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": ["MarioLauncherTargetC"]}}}, {"InternalName": "MarioNoCapArea", "Notes": "An area that hides Mario's cap when entered.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId. The key will appear once this enemy is defeated. It can be frozen by the second player's pointer.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId. 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": "The object will appear 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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "ピーチ誘拐デモ基準点 marks the reference point for the objects.", "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": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "The object takes part in the cutscene. It can use a special cutscene nerve action which will start the conversation with Bowser.", "Exclusives": []}}}, {"InternalName": "Meister", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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", "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", "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. Furthermore, it can be eaten by Yoshi. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object 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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Activated when killed.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the meteors move on.", "Exclusives": []}}}, {"InternalName": "MirrorArea", "Notes": "An area that causes compatible objects inside of it to create a mirrorred model. The mirrored models are usually rendered onto SimpleMirrorObj instances.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Moc", "Notes": "", "Games": 2, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Head Shape", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The shape to use for the head", "Values": [{"Value": "-1", "Notes": "Quadrant with Green Leaf"}, {"Value": "1", "Notes": "Triangular with Orange Leaf"}, {"Value": "2", "Notes": "Oval with Yellow Leaf"}], "Exclusives": []}, "Obj_arg1": {"Name": "Spawns Power Star?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the second player's pointer. 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": []}}}, {"InternalName": "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_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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": false, "Description": "モンテ投げターゲット位置 sets the position to throw the player at.", "Exclusives": []}, "Message": {"Games": 2, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player gets thrown.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when the item appears.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 1, "Needed": false, "Description": "Used when the item appears.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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", "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. It can be frozen by the Orange Luma.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen using the second player's pointer.", "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": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene. It special cutscene functor action causes it to appear.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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", "Notes": "A big turtle enemy that walks around passively. Touching its body (excluding the shell) damages the player. It can be frozen by the Orange Luma. 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": "The object will appear 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": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": {"GeneralPos": {"Games": 2, "Needed": true, "Description": "ノーマルエンディングデモ基準点 marks the reference point for the objects.", "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": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "The object 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": []}}}, {"InternalName": "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": "1", "Notes": "SMB Theme Intro (unused)"}, {"Value": "2", "Notes": "SMB Underground"}, {"Value": "3", "Notes": "SMB Theme Intro (unused)"}, {"Value": "4", "Notes": "SMB Underwater"}, {"Value": "5", "Notes": "SMW Bonus Stage"}], "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 notes play out. Only used when Obj_arg0 is set to -2.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": true, "Description": "The object will appear 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 activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the notes will be placed on.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the notes appear. This is only used by a few appearance types.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawns once all notes have been collected. Requires Obj_arg7 to be configured correctly.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "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": []}, "SearchTurtle": {"Games": 2, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": "The object takes part in the cutscene. The object won't appear until this cutscene causes it to do so through a cutscene action.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc. Only works if the object isn't already part of another cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 noticable. 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 forwards"}, {"Value": "0", "Notes": "Rotates left"}, {"Value": "1", "Notes": "Rotates right"}, {"Value": "2", "Notes": "Rotates backwards & remain 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": "The object will become visible and resume movement 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": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "OtaRockTank", "Notes": "A green octopus boss that drives in a wheeled barrel. It can shoot mutliple 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": []}, "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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "ボス戦デモ開始位置 sets its position during the intro. 着弾点0 through to 着弾点10 mark the impact points of its projectiles.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used during the battle.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": false, "Description": "Spawned after defeating it. Requires Obj_arg0 to be set.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "PackunPetit", "Notes": "A plant enemy that tries to bite the player if they are nearby. It can be defeated through all of the player's 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. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PartsModel", "Notes": "A \"minor object\" that gets created by a parent object through GeneratorId. 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", "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. It can be frozen by the Orange Luma.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen by the Orange Luma.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "Created but never used.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "PenguinCoach", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "PenguinMaster", "Notes": "An elderly penguin NPC that can be talked to.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "Petari", "Notes": "A bag-like enemy that wanders around while becoming fully invisible. However, it's 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. It can be frozen by the second player's pointer. 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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.", "Exclusives": []}}}, {"InternalName": "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", "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", "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 of the player's attacks as well as explosions, which causes it to spawn a Coin. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "Pichan", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "PichanRacer", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneCircularModeCube", "Notes": "An area that restricts the player's movement to a 2D plane while the player is inside of 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PlaneModeCube", "Notes": "An area that restricts the player's movement to a 2D plane while the player is inside of it.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene and will not appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene and will not appear until its appear cutscene action gets triggered.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene and will not appear until its appear cutscene action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": ["ChallengeGliderStartPlanet", "GliderStartWoodPlanet", "ItemCollectionPlanet"]}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "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 flinged 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.", "Exclusives": []}}}, {"InternalName": "PlantGroup", "Notes": "A group of decorative plants that can appear in many different 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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 noticable ingame.", "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.", "Exclusives": []}}}, {"InternalName": "PlayAttackMan", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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. It will always try to return to its initial position if it walks too far away from it. It uses a mirror model. It can be frozen by the second player's pointer.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Launch Intensity", "Type": "Float", "Games": 1, "Needed": false, "Description": "How far the player moves upwards when flinged. 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.", "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 object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. The object won't appear until this cutscene causes it to do so through a cutscene action.", "Exclusives": []}}}, {"InternalName": "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", "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": []}, "GeneralPos": {"Games": 3, "Needed": true, "Description": "ポルタ開始デモプレイヤー位置 specifies the player's position during the intro. ポルタデモプレイヤー位置 specifies the player's position during in-battle cutscenes.", "Exclusives": []}, "AppearPowerStar": {"Games": 1, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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", "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": {"YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "PostFogArea", "Notes": "An area that renders a fog post effect on the screen while the player is inside of 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": "Blue", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The blue color component. Ranges from 0 to 255 inclusive. Default is 255.", "Values": [], "Exclusives": []}, "Obj_arg5": {"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_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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "PostOutlineArea", "Notes": "An area that renders a thick outline around some edges while the player is inside of 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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 object is a Grand Star and the current galaxy is VsKoopaLv3Galaxy, Peach will appear during the Star Get cutscene.", "Games": 3, "Progress": 1, "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": "Unknown 1", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Related to gravity during appearance cutscene.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Unknown 2", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Unknown 3", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Related to shadow shape.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Unknown 4", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "", "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": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "GeneralPos": {"Games": 3, "Needed": false, "Description": "スターゲットデモ座標 can be used to specify the position and rotation of its Star Get cutscene.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Power Star appears.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the 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": "This object will not pause its movement during cutscenes, NPC conversations, etc. Only supported in HoneyBeeVillageGalaxy2, MokumokuValleyGalaxy2, TwisterTowerGalaxy3 and UndergroundDangeonGalaxy2.", "Exclusives": []}}}, {"InternalName": "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.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": {"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": []}, "DemoCast": {"Games": 2, "Needed": true, "Description": "The cutscene it belongs to. Expected to be called クッパ最終戦突入. It has a cutscene functor action which causes a white screen fade.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "Appears if 消滅 action gets triggered.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 of the player's attacks, which causes it to drop a Coin or three Star Bits when defeated. It can be frozen by the second player's pointer.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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", "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 of the player's attacks, which causes it to drop a Coin or three Star Bits when defeated. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": {"YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and pulled by Yoshi.", "Exclusives": []}}}, {"InternalName": "PunchBox", "Notes": "A Brick Block that can be destroyed through all of the player's 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": ["PunchBox"]}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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 loose a lot of Star Bits. It can be frozen or used by the Orange Luma as well. 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "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. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated when collecting it.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player jumps.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Used for the pushing direction for RailMove collision.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Rabbit", "Notes": "A cute rabbit NPC that can be talked to.", "Games": 3, "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": "Yellow"}, {"Value": "1", "Notes": "Blue"}], "Exclusives": []}, "Obj_arg1": {"Name": "Behavior", "Type": "Integer", "Games": 2, "Needed": true, "Description": "How it behaves.", "Values": [{"Value": "-1", "Notes": "Undefined, do not use"}, {"Value": "1", "Notes": "Normal"}, {"Value": "2", "Notes": "Jumps up"}, {"Value": "3", "Notes": "Long jump"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Message": {"Games": 3, "Needed": true, "Description": "The text message ID to be used. Needs to be specified in the zone's text file.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted by Yoshi.", "Exclusives": []}}}, {"InternalName": "RaceRail", "Notes": "Lays out the rough layout of a race minigame.", "Games": 3, "Progress": 1, "Parameters": {"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": "Unknown", "Type": "Integer", "Games": 1, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "Lays out the rough course of the race.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": false, "Description": "レース開始時マリオ位置 specifies the player's position at the start of the race.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Float", "Games": 2, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Type": "Integer", "Games": 2, "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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path to place the Coins on.", "Exclusives": []}, "MercatorTransform": {"Games": 3, "Needed": false, "Description": "The object can use mercator projection for placement.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the Coins appear.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. If its special action functor gets triggered, all Coins will appear.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the object starts moving.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveNormalLift", "Notes": "A simpler version of RailMoveObj with less arguments and configurations. It can use optional particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 is also possible to configure optional sounds and particle effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Float", "Games": 2, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Type": "Integer", "Games": 2, "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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjPress", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, this one is hardcoded to be able to crush the player. It comes with a huge set of parameters, configurations and optional particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveObjSwitchWarpEnd", "Notes": "", "Games": 2, "Progress": 0, "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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": true, "Description": "Gets activated when it reaches the last 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailMoveShadowDropYObj", "Notes": "A map object with a model and optional collision that usually moves on a set path. The shadows of this objects are hardcoded to always point downwards from the object. It comes with a huge set of parameters, configurations and optional particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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", "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": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "RailSeesawMoveObj", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Registers effects of the same object 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": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId, 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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", "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": "RestartObj", "Notes": "A checkpoint flag that is used to change the player's respawn point once touched or attacked by the 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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. However, it can be frozen by the Orange Luma.", "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 life time 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "If one Ring Beamer in this group emits a ring, all of the other Ring Beamers will do so as well.", "Exclusives": []}}}, {"InternalName": "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", "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", "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 fastly"}, {"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": []}}}, {"InternalName": "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RollingWaterCreator", "Notes": "Creates rolling water bubbles that trap the player upon contact. The player can free themself using attacks. Furthermore, it can be frozen and popped by the Orange Luma. 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": "The object will appear 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": []}}}, {"InternalName": "Rosetta", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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": 1, "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": "Unknown", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "MoveConditionType": {"Name": "Move Start Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "How the platform starts moving.", "Values": [{"Value": "0", "Notes": "Already moving"}, {"Value": "1", "Notes": "Moves once stepped on"}], "Exclusives": []}, "RotateSpeed": {"Name": "Rotation Speed", "Type": "Float", "Games": 3, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Float", "Games": 3, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. If used, the object will start to rotate once its special cutscene functor action gets triggered.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 and particle effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Float", "Games": 2, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Type": "Integer", "Games": 2, "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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "RotateSeesawStep", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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. It can be frozen and defeated by the Orange Luma.", "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "SandBird", "Notes": "A platform consisting of various smaller chunks. The chunks are SandBirdParts objects that have to be linked to this object using GeneratorId. 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": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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 be 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": "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": 0, "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.", "Exclusives": []}}}, {"InternalName": "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": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "マリオデモ位置 specifies the player's position during the boss's cutscenes.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "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": []}, "GeneralPos": {"Games": 1, "Needed": false, "Description": "スタートカメラマリオ座標 specifies the 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.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "ScoreAttackCounter", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "ScoreAttackMan", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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", "Notes": "A stationary robotic enemy that shoots lasers to attack the player. It cannot be defeated at all, but it will stop attacking for a short amount of time if licked by Yoshi. Also, it won't be able to shoot any lasers if the player stands on its head. It can be frozen by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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", "Notes": "Registers and observes SecretGate objects. It will display the number of passed gates and play a short jingle everytime the player passes a gate. The object itself does not activate any switches, however, the individual gates do.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Shellfish", "Notes": "A stationary clam enemy that opens and cloes 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"]}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "SignBoard", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "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 hardcoded. 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": "Star Bits"}, {"Value": "2", "Notes": "1-Up Mushroom"}, {"Value": "3", "Notes": "Power Star"}], "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}}}, {"InternalName": "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 hardcoded. 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": "Star Bits"}, {"Value": "2", "Notes": "1-Up Mushroom"}, {"Value": "3", "Notes": "Power Star"}], "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}}}, {"InternalName": "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 hardcoded. 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": "Star Bits"}, {"Value": "2", "Notes": "1-Up Mushroom"}, {"Value": "3", "Notes": "Power Star"}], "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when destroying the object.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}}}, {"InternalName": "SimpleBreakableObj", "Notes": "A basic object that can be destroyed through various means. However, the supported methods to destroy a certain object are hardcoded. 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": "Star Bits"}, {"Value": "2", "Notes": "1-Up Mushroom"}, {"Value": "3", "Notes": "Power Star"}], "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when destroying the object.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}}}, {"InternalName": "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 hardcoded. 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": "Star Bits"}, {"Value": "2", "Notes": "1-Up Mushroom"}, {"Value": "3", "Notes": "Power Star"}], "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when destroying the object.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene. Its special cutscene functor action destroys it once triggered.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "If Obj_arg3 is set to 3, this object will spawn a Power Star when destroyed.", "Exclusives": []}}}, {"InternalName": "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 is also possible to configure optional sounds and particle effects. The particle and sound effect names are the same for all possible cases and the names themselves 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", "Type": "Float", "Games": 3, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleFloaterObj", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": ["MarioFaceShipRudder"]}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": ["BackgroundComet"]}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": ["MarioFaceShipRudder"]}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "SimpleSeesawObj", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": 1, "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": "Unknown 2", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "This apparently affects how the Star Bits appear when they appear.", "Values": [], "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "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": {}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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", "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": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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, this object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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.", "Games": 2, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Unknown 0", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Default is 8.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Unknown 1", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Unknown 2", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Unknown 3", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Default is -1.", "Values": [{"Value": "0", "Notes": ""}, {"Value": "1", "Notes": ""}, {"Value": "2", "Notes": ""}], "Exclusives": []}, "Obj_arg4": {"Name": "Unknown 4", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Default is 0.", "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": false, "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": "SpaceMine", "Notes": "A space mine that explodes upon contact. However, it can be safely destroyed with the Rainbow power-up, Star Bits, the Orange Luma's Spin Attack, 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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "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", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Uses 出現デモカメラ for appearing.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "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.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and flipped over by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "StaffRollDemoObj", "Notes": "Creates and registers several objects as well as the scrolling text that appear during the ending credits. The objects need to be linked to it using GeneratorId. These are StaffRollSky, StaffRollDecorateFaceShip, StaffRollDecorateComet and PeachCastleNightSky.", "Games": 2, "Progress": 1, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated when the credits start playing. Gets deactivated again after the credits played.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": false, "Description": "", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "", "Exclusives": []}}}, {"InternalName": "StarListBoard", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": true, "Description": "Gets activated after destroying the crystal.", "Exclusives": []}}}, {"InternalName": "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": []}}}, {"InternalName": "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 distrbuted 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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", "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", "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", "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 distrbuted 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": "Registers 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", "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 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": "The object will appear 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": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "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", "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", "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": "The object takes part in the cutscene. It 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", "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 can be frozen using the second player's pointer. 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": []}, "GeneralPos": {"Games": 3, "Needed": true, "Description": "子連れカメムシデモ後ポイント specifies the player's position after defeating the child.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": true, "Description": "The object takes part in the cutscene. Its cutscene nerve action should be triggered during the cutscene part with the name ダメージ中.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "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. It can be frozen using the second player's pointer.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it to the left and to the right 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 be respond to gravity.", "Exclusives": []}}}, {"InternalName": "StoryBookAreaText", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "StoryBookAreaWarp", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated when collected.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "StringSpider", "Notes": "A spider enemy that hangs from a thread of webbing. When the player is nearby, it will drop down 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. Furthermore, it can be frozen using the second player's pointer.", "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 down 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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "SuperDreamer", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "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": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "Message": {"Games": 2, "Needed": false, "Description": "Optional text to be displayed on its center. Needs to be specified in the zone's text file.", "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.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "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": []}}}, {"InternalName": "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.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene. It special cutscene functor action causes it to freeze up.", "Exclusives": []}}}, {"InternalName": "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Takobo", "Notes": "An octopus enemy that can be defeated using most of the player's 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. It can be frozen and defeated by the Orange Luma.", "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": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "TakoHei", "Notes": "An octopus enemy that can be defeated using most of the player's 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. It can be frozen and defeated by the Orange Luma.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object 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 object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "TakoSho", "Notes": "An octopus enemy that can be defeated using most of the player's 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. It can be frozen and defeated by the Orange Luma.", "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "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 using GeneratorId 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": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "TamakoroTutorial", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "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 frozen by the Orange Luma and 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "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 layed 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": []}}}, {"InternalName": "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. If licked by Yoshi, it will hide for a short time. 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. It can be frozen by the second player's pointer. 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "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"]}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "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": "The object will appear 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": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 100 points in The Chimp's challenges.", "Exclusives": []}}}, {"InternalName": "Tico", "Notes": "", "Games": 3, "Progress": 1, "Parameters": {"Obj_arg0": {"Name": "Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color frame to use for the Luma. Default 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"}], "Exclusives": []}, "Obj_arg1": {"Name": "Behaviour", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The behaviour lists are different between SMG and SMG2", "Values": [{"Value": "SMG2:", "Notes": ""}, {"Value": "0", "Notes": "Default"}, {"Value": "1", "Notes": "Fall to the ground, then talk to the player"}, {"Value": "2", "Notes": "Prologue Cutscene functionality"}, {"Value": "3", "Notes": "Transform after talking"}, {"Value": "4", "Notes": "(Nothing)"}, {"Value": "5", "Notes": "(Nothing)"}, {"Value": "6", "Notes": "Path related"}, {"Value": "7", "Notes": "Appear when SW_APPEAR is activated"}, {"Value": "8", "Notes": "Path related. is different than 6"}, {"Value": "9", "Notes": "Disables player control until the player is nearby. (First luma in Sky Station)"}], "Exclusives": []}, "Obj_arg2": {"Name": "", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Message Related", "Type": "Integer", "Games": 2, "Needed": false, "Description": "passed into Tico_StarPiece%d", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Related", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "", "Type": "Integer", "Games": 0, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "Needed if Obj Arg 1 is 6 or 8", "Exclusives": []}}}, {"InternalName": "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", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoCoin", "Notes": "A large collectable Coin that acts as 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 using GeneratorId. 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ScoreAttack": {"Games": 2, "Description": "This object scores 1000 points in The Chimp's challenges.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc. However, this only works during the first scenario of JungleGliderGalaxy.", "Exclusives": []}}}, {"InternalName": "TicoFatCoin", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoFatStarPiece", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoRail", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "TicoShop", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {}}, {"InternalName": "TicoShopDice", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "TimeAttackClock", "Notes": "A large collectable clock that adds ten seconds to the Comet timer when collected by the player.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg1": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies whether shadow calculation will be enabled or disabled.", "Values": [{"Value": "-1", "Notes": "Enable shadow calculation"}, {"Value": "0", "Notes": "Disable shadow calculation"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "TimerSwitch", "Notes": "A controller that activates SW_A once the specified number of frames have elapsed. SW_B needs to be triggered in order for it to start counting down the frames. The countdown will reset when SW_B gets activated again.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Wait Frames", "Type": "Integer", "Games": 3, "Needed": true, "Description": "The time in frames to be elapsed before SW_A gets activated or deactivated.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Negate Output?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, SW_A will be deactivated instead of getting activated.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated or deactivated if SW_B is activated and the targeted time has elapsed.", "Exclusives": []}, "SW_B": {"Games": 3, "Needed": true, "Description": "If activated, the frames will be counted down.", "Exclusives": []}}}, {"InternalName": "Togepin", "Notes": "A bowling pin enemy that can be defeated with the Rock power-up. If the player is using the Rock power-up, it will tremble in fear. Once defeated, it drops three Star Bits. It always connects to the collision below it.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If activated, it will hide forever.", "Exclusives": []}}}, {"InternalName": "TogepinAttackFoulArea", "Notes": "If the player enters this area, any TogepinScorer will detect this as a foul. If this happens, the player needs to get out of the area to make the minigame resume. This area has no effect if the player is rolling around using the Rock power-up.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "TogepinAttackMan", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "TogepinScorer", "Notes": "", "Games": 2, "Progress": 0, "Parameters": {}}, {"InternalName": "Togezo", "Notes": "An enemy that carries a red spiky shell on its back. It can be defeated using most of the player's attacks, explosions, electricity, and some other objects such as Stretch Plants. However, touching its spikes will damage the player. Notably, it can be eaten and shot by Yoshi. It can be frozen by the Orange Luma.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": false, "Description": "The optional path that it can move on.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted, eaten and shot by Yoshi.", "Exclusives": []}, "MoveLimitCollision": {"Games": 2, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Tongari", "Notes": "An undefeatable enemy that carries a white cone-shaped shell with spikes on its back. It moves on a set path. Tongari turns around while moving and creates bubble particles when hit; Tongari2D always faces sideways and creates smoke clouds when hit. It can be frozen by the Orange Luma.", "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 2.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Use Collision Mesh?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If enabled, it will also load its collision mesh.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "TowerModeCylinder", "Notes": "An area that restricts the player's movement around a cylinder while the player is inside of it.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "TransformFaceTicoBabyDemoObj", "Notes": "Creates and registers the Young Master Luma model that appears during the cutscene where Starship Mario gets created. Young Master Luma's model will be registered under the name ベビチコ[顔惑星変化用]. The model will be hidden unless requested to appear through the cutscene.", "Games": 2, "Progress": 2, "Parameters": {"DemoCast": {"Games": 2, "Needed": true, "Description": "The cutscene that it belongs to. Expected to be called マリオ顔惑星変化.", "Exclusives": []}}}, {"InternalName": "Trapeze", "Notes": "A swing that the player can swing across by grabbing onto it. The player can jump off it at any given time. scale_y specifies the length of the swing.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Additional Shadow Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to add to the shadow's length. Default is 1000.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Shadow Cut Length", "Type": "Float", "Games": 2, "Needed": false, "Description": "How much to subtract from the shadow's length. Default is 0.", "Values": [], "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when climbing on and swinging on the swing.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "TreasureBoxCracked", "Notes": "A treasure chest that can be opened through various means, for example Koopa Shells. It can contain various different items or no item at all. The object's suffix determines what item to use: AirBubble creates an Air Bubble, Coin creates a single Coin, YellowChip creates a Star Chip, BlueChip creates a Blue Star Chip, KinokoOneUp creates a 1-Up Mushroom, KinokoLifeUp creates a Life Mushroom and Power Star creates a Power Star. However, all items will generate a 1-Up Mushroom in SMG2. The object's prefix also determines what model to load. Aside from Koopa Shells, it can also be opened through various other means (Obj_arg2).", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "SW_A Delay / Chip Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If the object is the Empty variant, this specifies how long it takes to activate SW_A after opening the chest. Default is 5. If the object is a YellowChip or BlueChip variant, this specifies the group ID that the Chip object belongs to.", "Values": [], "Exclusives": ["TreasureBoxEmpty", "TreasureBoxCrackedEmpty", "TreasureBoxGoldEmpty", "TreasureBoxBlueChip", "TreasureBoxYellowChip", "TreasureBoxCrackedBlueChip", "TreasureBoxCrackedYellowChip"]}, "Obj_arg2": {"Name": "Unlock Requirement", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Determines the object required to open the chest.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "1", "Notes": "Gold Shell"}, {"Value": "2", "Notes": "Already Opened"}, {"Value": "3", "Notes": "Coconuts & Stretch Plants (SMG2 only)"}], "Exclusives": []}, "Obj_arg3": {"Name": "Power Star ID", "Type": "Integer", "Games": 1, "Needed": false, "Description": "The scenario ID of the Power Star to be spawned. -1 will look for the first scenario entry.", "Values": [], "Exclusives": ["TreasureBoxCrackedPowerStar"]}, "SW_DEAD": {"Games": 3, "Needed": false, "Description": "Gets activated after the chest opening animation has ended.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": false, "Description": "Gets activated after successfully opening the chest.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}}}, {"InternalName": "TreasureSpot", "Notes": "A marked spot that reveals a Coin when hit with a Star Bit.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "TrickRabbit", "Notes": "", "Games": 3, "Progress": 0, "Parameters": {"SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "Tsukidashikun", "Notes": "A large stone block obstacle that periodically moves back and forth on a path.", "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 10.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Wait Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it waits before it moves again. Default is 120.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, the object won't move until this switch gets activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement 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": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "TubeSlider", "Notes": "A controller that sets up a tubular slide section. Its path lays out the shape and ground of the slide. There is no visual representation of it, so a separate model has to be created. Various specific tube slider objects can be linked to it using GeneratorId. The compatible objects will be placed around the tube's path as configured by the many arguments. If placed in BigTree2Galaxy, short jingles will be played when the player reaches the end of the slide.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Default Tube Radius", "Type": "Float", "Games": 2, "Needed": false, "Description": "The tube's radius to be used when the radius at a specific point hasn't been specified. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Default Ground Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ground type to be used when the ground type at a specific point hasn't been specified. Default is 0.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Ice"}, {"Value": "2", "Notes": "Slow"}, {"Value": "3", "Notes": "Damage"}, {"Value": "4", "Notes": "Normal"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Wood"}], "Exclusives": []}, "Obj_arg6": {"Name": "Camera Constraints", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what camera constraints to use.", "Values": [{"Value": "-1", "Notes": "Camera is placed behind player"}, {"Value": "1", "Notes": "Camera is placed higher"}], "Exclusives": []}, "Point_arg0": {"Name": "Tube Radius", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The tube's radius at this point. Default is 500.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Primary Ground Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The ground type to be used between this and the next path point. Default corresponds to setting this to 0.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Ice"}, {"Value": "2", "Notes": "Slow"}, {"Value": "3", "Notes": "Damage"}, {"Value": "4", "Notes": "Normal"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Wood"}], "Exclusives": []}, "Point_arg2": {"Name": "Primary Valid Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle at which the primary ground begins. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg3": {"Name": "Primary Valid Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle of primary valid ground that the player can slide on. Goes counter-clockwise. Default is 360.", "Values": [], "Exclusives": []}, "Point_arg4": {"Name": "Interpolate Arguments?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the values corresponding to Point_arg2, Point_arg3, Point_arg6, and Point_arg7 will be interpolated at this path segment (the line between this and the next point). This is done by interpolating the respective arguments of this and the next point using the length of the path segment.", "Values": [], "Exclusives": []}, "Point_arg5": {"Name": "Edge / Ground Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "If Point_arg6 and Point_arg7 are used, this specifies the ground type of the secondary tube chunk. Otherwise, this specifies whether the player falls off the left and right edges.", "Values": [{"Value": "0", "Notes": "Normal"}, {"Value": "1", "Notes": "Ice"}, {"Value": "2", "Notes": "Slow"}, {"Value": "3", "Notes": "Damage"}, {"Value": "4", "Notes": "Normal"}, {"Value": "5", "Notes": "Normal"}, {"Value": "6", "Notes": "Wood"}, {"Value": "50", "Notes": "Enable both edges"}, {"Value": "51", "Notes": "Enable left edge"}, {"Value": "52", "Notes": "Enable right edge"}], "Exclusives": []}, "Point_arg6": {"Name": "Secondary Valid Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle at which the secondary ground begins. Default is 0.", "Values": [], "Exclusives": []}, "Point_arg7": {"Name": "Secondary Valid Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle of secondary valid ground that the player can slide on. Goes clockwise. Default is 0.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated when the player is on the slide; gets deactivated when the player leaves the slide again.", "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "Defines the tube's shape.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player is sliding on this slide.", "Exclusives": []}}}, {"InternalName": "TubeSliderCoinCreator", "Notes": "A generator that creates Coins (TubeSliderCoinCreator) or Purple Coins (TubeSliderCoinCreatorPurple) and lays them out on a tube slide. The line can be straight, twisted or a sine wave. It needs to be linked to a proper TubeSlider instance using GeneratorId.", "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 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the Coins should be placed. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Coin Spacing", "Type": "Float", "Games": 2, "Needed": false, "Description": "The distance between each Coin. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide from which the Coins will be placed. ", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Twist Angle / Sine Amplitude", "Type": "Float", "Games": 2, "Needed": false, "Description": "The amount of degrees it twists around counter clockwise. However, if Obj_arg5 is set, this specifies the sine wave's amplitude. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Enable Sine Wave", "Type": "Float", "Games": 2, "Needed": false, "Description": "If set to 1, Obj_arg4 specifies the amplitude for sine wave placement. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Sine Phase Shift", "Type": "Float", "Games": 2, "Needed": false, "Description": "The sine wave's phase shift in degrees. Default is 0. Requires Obj_arg5 to be set to 1.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Sine Cycle Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The number of periods multiplied by 360. Default is 360, which corresponds to one full sine period. Requires Obj_arg5 to be set to 1.", "Values": [], "Exclusives": []}}}, {"InternalName": "TubeSliderCrystal", "Notes": "An unfinished crystal cage intended for tube slides. It also loads the StarPieceDummy model as well as a Break model, however, the latter never appears. The model files are missing, though. It is clearly unfinished, seeing that it doesn't emit particles or sound effects either. When touched, the player receives eight Star Bits. It needs to be linked to a proper TubeSlider instance using GeneratorId.", "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": []}, "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": []}}}, {"InternalName": "TubeSliderDamageObj", "Notes": "A generator that creates Spiky Plants and lays them out on a tube slide. It needs to be linked to a proper TubeSlider instance using GeneratorId. When configuring the object, one has to be careful with the settings because some Spiky Plants may not get positioned correctly.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Broken Variant Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what model to load. Since the model TubeSliderFire has been removed, using this setting without a proper model will crash the game. Default is 0.", "Values": [{"Value": "0", "Notes": "Spiky Plant"}, {"Value": "1", "Notes": "Fire (crashes)"}], "Exclusives": []}, "Obj_arg1": {"Name": "Width", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Spiky Plant lines. Should be greater than or equal to 1. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Length", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of Spiky Plant rows. Should be greater than or equal to 1. Default is 1.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Edge Offset", "Type": "Float", "Games": 2, "Needed": false, "Description": "The offset from the tube's edge at which the objects should be placed. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Row Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The distance between the rows. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Starting Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The angle around the tube slide from which the objects will be placed. Default is 180.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Valid Degrees", "Type": "Float", "Games": 2, "Needed": false, "Description": "The degrees of the tube segment that the objects occupy. Default is 0.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Twist Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "The amount of degrees it twists around counter clockwise. Default is 0.", "Values": [], "Exclusives": []}}}, {"InternalName": "TubeSliderEnemy", "Notes": "A Spiny variant for tube slide sections. Unlike its normal counterparts, it cannot be defeated or eaten by Yoshi, however, it can be frozen by the Orange Luma. It will start to walk when its SW_A gets activated. After walking for 10 seconds, it will disappear. It needs to be linked to a proper TubeSlider instance using GeneratorId.", "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 3.", "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": true, "Description": "Starts walking once this switch is activated.", "Exclusives": []}}}, {"InternalName": "TubeSliderJumpStep", "Notes": "An unfinished trampoline intended for tube slides that would bounce off the player when touched. The model files are missing, though. It needs to be linked to a proper TubeSlider instance using GeneratorId.", "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. Default is 180.", "Values": [], "Exclusives": []}, "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": []}}}, {"InternalName": "TwoLegs", "Notes": "A robotic boss that can stomp the player. Furthermore, it may launch Diggas (TwoLegsBullet) to attack the player. The Diggas have to be placed and linked to it using GeneratorId. After hitting the glass cage three times with the Spin Drill, it will be defeated which makes the caged Power Star appear. However, this requires a properly configured Scenario entry. If SW_A is not used, the boss battle will start immediately.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "If used, the boss battle will start once this switch gets activated.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "二脚ボス爆発デモ後座標 specifies the player's position after defeating it.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}}}, {"InternalName": "TwoLegsBullet", "Notes": "A Digga variant for the boss battle against Digga-Leg. It moves on a set path, however, the game randomly decides in what path direction it moves. It needs to be linked to a proper TwoLegs instance using GeneratorId. It damages the player upon contact. It can be defeated by stomping, drilling or Ground Pounding it. Furthermore, it can be frozen by the Orange Luma.", "Games": 2, "Progress": 2, "Parameters": {"Rail": {"Games": 2, "Needed": true, "Description": "The path that it moves on.", "Exclusives": []}}}, {"InternalName": "TypicalDoor", "Notes": "A pair of closed doors that can be opened by activating SW_B.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear 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": "Makes the doors open once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. The doors open if the 扉開く cutscene part gets executed.", "Exclusives": []}}}, {"InternalName": "TypicalDoorOpen", "Notes": "A pair of opened doors that can be closed by activating SW_B.", "Games": 3, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear 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": "Makes the doors close once activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. The doors open if the 扉開く cutscene part gets executed.", "Exclusives": []}}}, {"InternalName": "UFOKinoko", "Notes": "A mushroom-shaped spaceship that acts as a platform. It can rotate and move on a path as well, although the latter needs to be enabled through specific means.", "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": "Red"}, {"Value": "1", "Notes": "Green"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Blue"}, {"Value": "4", "Notes": "Purple"}], "Exclusives": []}, "Obj_arg7": {"Name": "Disable LOD Control?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the LOD controller will be disabled.", "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. However, this also requires ShadowType to be set to 1.", "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", "Type": "Integer", "Games": 3, "Needed": false, "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 / Time", "Type": "Float", "Games": 3, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 3, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 3, "Needed": false, "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": []}, "ShadowType": {"Name": "Enable Indicator Dots", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Due to some strange logic, this needs to be set to 1 in order to activate the indicator dots.", "Values": [{"Value": "0", "Notes": "Deactivated"}, {"Value": "1", "Notes": "Activated"}], "Exclusives": []}, "SignMotionType": {"Name": "Shake Start Type", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear 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": "Causes the platform to start moving on the path once 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "The path that it moves on when SW_B or its cutscene functor action gets activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene. It can use a special cutscene functor action under the name UFOキノコ登場 that will cause it to start moving on its path.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 3, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "UFOShapePassThroughPlanet", "Notes": "A generic planet with a model and optional collision whose execution will not be paused during cutscenes. 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": 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": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "Unbaba", "Notes": "A large lava enemy that rises up to attack the player. It cannot be defeated by any means and it remains at a fixed position. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Rise Height", "Type": "Float", "Games": 2, "Needed": false, "Description": "How far up it rises. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Reappear Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes before it returns to its initial position. Default is 20.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Rise Delay", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes before it starts to rise up. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Hide Indicator Volume?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the red indicator volume won't be rendered when it attacks.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it will only attack when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "UnbabaSlim", "Notes": "A large rotating lava enemy that cannot be defeated by any means. Usually, it creates a red indicator volume that is rendered when it attacks, although this effect is hard to notice.", "Games": 2, "Progress": 2, "Parameters": {"RotateSpeed": {"Name": "Rotation Speed / Time", "Type": "Float", "Games": 2, "Needed": false, "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.", "Values": [], "Exclusives": []}, "RotateAngle": {"Name": "Rotation Angle", "Type": "Float", "Games": 2, "Needed": false, "Description": "How many degrees it rotates. If RotateAccelType is not 2, 0 equals 360 which means it will rotate indefinitely.", "Values": [], "Exclusives": []}, "RotateAxis": {"Name": "Rotation Axis", "Type": "Integer", "Games": 2, "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": []}, "RotateAccelType": {"Name": "Rotation Speed Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Decides whether RotateSpeed specifies the rotation speed, acceleration, or the time it takes to rotate to the specifed 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", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames it takes to restart rotation after stopping.", "Values": [], "Exclusives": []}, "RotateType": {"Name": "Rotation Type", "Type": "Integer", "Games": 2, "Needed": false, "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": []}, "SW_B": {"Games": 2, "Needed": false, "Description": "If used, it will move if and only if this switch is activated.", "Exclusives": []}, "SW_PARAM": {"Games": 2, "Description": "The rotation speed is adjusted with ParamScale while this switch is activated.", "Exclusives": []}, "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": "Unizo", "Notes": "An urchin-like enemy that rolls around and damages the player with its spikes. It can be defeated with fireballs, Koopa Shells, the Rock and Rainbow power-ups, and more. Once defeated, it will drop six Star Bits.", "Games": 3, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "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": []}, "SearchTurtle": {"Games": 3, "Description": "Red Koopa Shells and Gold Shells home in on this object.", "Exclusives": []}, "MoveLimitCollision": {"Games": 3, "Description": "The object's collision binder also checks for MoveLimit collision.", "Exclusives": []}}}, {"InternalName": "ValveSwitch", "Notes": "A green valve that can be screwed out of 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": {"Obj_arg0": {"Name": "Reverse Direction?", "Type": "Boolean", "Games": 1, "Needed": false, "Description": "If set, is has to be screwed into the ground instead.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 1, "Needed": true, "Description": "Gets activated after spinning.", "Exclusives": []}}}, {"InternalName": "ViewGroupCtrlArea", "Notes": "When entered by the player, the far clipping distance of compatible objects in the same ViewGroup will be forced to render.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "View Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The ViewGroup of objects that should be rendered.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "LOD Mode", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Overrides the LOD system by forcing the objects to use the specified LOD mode instead.", "Values": [{"Value": "-1", "Notes": "Don't override LOD system"}, {"Value": "1", "Notes": "Display High model"}, {"Value": "2", "Notes": "Display Middle model"}, {"Value": "3", "Notes": "Display Low model"}, {"Value": "4", "Notes": "Prevent rendering"}], "Exclusives": []}, "Obj_arg2": {"Name": "Disable Shadow Far Clipping?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, far clipping of all shadows will be disabled while the player is inside this area. Thus, it temporarily overwrites the settings provided by a ShadowFarClipCtrlArea or a galaxy's ShadowControllerParam file.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "VsOtaRockTankIcePlanetFence", "Notes": "A very simple object with a model and optional collision. It has no special capabilities.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "WanwanCreator", "Notes": "A spawner that creates rolling Chomps that move on a set path. The Chomps can be destroyed with the Rainbow power-up, Stretch Plants and explosions. Furthermore, they can be frozen by the Orange Luma. Gold Chomps will spawn a Power Star when defeated. However, this requires a properly configured Scenario entry. In SMG2, a KeySwitch can be linked to WanwanRollingMini that will appear when defeating it.", "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_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": []}, "Obj_arg6": {"Name": "Use Portal?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the Chomps will emerge from a large black portal.", "Values": [], "Exclusives": []}, "Obj_arg7": {"Name": "Invalid Collision Binder Time", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The time in frames that the collision binder will be kept invalidated when it appears. Default is 45.", "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 fastly"}, {"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 Chomps will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": ["WanwanRollingMini"]}, "SW_A": {"Games": 3, "Needed": false, "Description": "Stops spawning more Chomps once activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": true, "Description": "The path that the Chomps roll on.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": ["WanwanRollingGold"]}}}, {"InternalName": "WanwanGoal", "Notes": "A goal that Chomps can roll into. It will cause different effects depending on the type of Chomp that rolls into it.", "Games": 2, "Progress": 2, "Parameters": {"SW_A": {"Games": 2, "Needed": false, "Description": "Registered but never used.", "Exclusives": []}, "ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "WanwanLiftUpStep", "Notes": "A map object with a model and optional collision that usually moves on a set path. Unlike other variants, it emits the effect SwitchStartA or SwitchStartB when SW_B is activated and SwitchEndA or SwitchEndB when SW_B is deactivated again. It comes with a huge set of parameters, configurations and optional particle and sound effects. The particle and sound effect names are the same for all possible cases and the names themselves 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": {"Obj_arg0": {"Name": "Switch Particles Type", "Type": "Integer", "Games": 2, "Needed": false, "Description": "Specifies what particles to emit when SW_B is activated or deactivated. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "SwitchStartA & SwitchEndA"}, {"Value": "1", "Notes": "SwitchStartB & SwitchEndB"}], "Exclusives": []}, "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", "Type": "Integer", "Games": 2, "Needed": false, "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", "Type": "Integer", "Games": 2, "Needed": false, "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": "The object will appear 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. When activated or deactivated, special particle effects will be emitted.", "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": "The object will become visible and resume movement when this switch is activated.", "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": "The object takes part in the cutscene.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "WanwanSearch", "Notes": "A silver, aggressive version of a Chomp that rolls around freely. It can be defeated with the Rainbow power-up, Stretch Plants and many other objects. Furthermore, it can be frozen by the Orange Luma. Curiously, it is compatible with Chomp Hole (WanwanGoal), although the Chomp won't break apart.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Destroy in DeathArea?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will be destroyed when it enters a DeathArea. Otherwise, it will just warp back to its initial position.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "Gets activated when it rolls into a Chomp Hole.", "Exclusives": []}}}, {"InternalName": "WarpCube", "Notes": "An area that teleports the player to another linked WarpCube instance. Function-wise, it is similar to WarpPod. Unlike many other areas, it renders a green circle.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The camera ID used to retrieve the proper camera configuration.", "Values": [], "Exclusives": []}, "Group": {"Games": 3, "Needed": true, "Description": "Links two WarpCube instances.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player teleports towards this object.", "Exclusives": []}}}, {"InternalName": "WarpPod", "Notes": "A warp pad that teleports the player between this and another linked instance. It is also possible to hide the model entirely. In SMG1, some teleporters are unlocked using Grand Stars, however, this functionality is deprecated in SMG2. Furthermore, the colored paths do not exist in SMG2 anymore.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Camera ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The camera ID used to retrieve the proper camera configuration.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Visibility", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Can be used to hide the model.", "Values": [{"Value": "-1", "Notes": "Show model"}, {"Value": "0", "Notes": "Hide model"}], "Exclusives": []}, "Obj_arg2": {"Name": "Useless", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Read but never used for anything.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Paired Activation", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the teleporter can be used already of if the paired teleporter needs to be activated first.", "Values": [{"Value": "-1", "Notes": "Can be used without further requirements"}, {"Value": "0", "Notes": "Paired teleporter needs to be activated first"}], "Exclusives": []}, "Obj_arg4": {"Name": "Required Grand Stars", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Grand Stars required for activation. Deprecated in SMG2.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Activation Time", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The time in frames it takes for the activation camera cutscene to finish when the teleporter activates for the first time.", "Values": [], "Exclusives": []}, "Obj_arg6": {"Name": "Color", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The color to be used for the glow effect and path. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Blue"}, {"Value": "1", "Notes": "Dark green"}, {"Value": "2", "Notes": "Red"}, {"Value": "3", "Notes": "Dark yellow"}, {"Value": "4", "Notes": "Light green"}, {"Value": "5", "Notes": "Pink"}, {"Value": "6", "Notes": "Light yellow"}, {"Value": "7", "Notes": "White"}], "Exclusives": []}, "Obj_arg7": {"Name": "Appearance", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies if the path should emerge from this teleporter when the object appears.", "Values": [{"Value": "-1", "Notes": "Appears as usual"}, {"Value": "1", "Notes": "Plays \"Active\" animation when appearing"}], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": true, "Description": "Links two WarpPod instances.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player teleports towards this object.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "WatchTowerRotateStep", "Notes": "A large rotating windmill with four platforms that move along with the windmill's frame. If registered to a cutscene, it will not move until its special cutscene nerve action gets triggered.", "Games": 1, "Progress": 2, "Parameters": {"DemoCast": {"Games": 1, "Needed": false, "Description": "The object takes part in the cutscene. Its cutscene nerve action will make it start moving.", "Exclusives": []}}}, {"InternalName": "WaterArea", "Notes": "An area consisting of an invisible body of water that the player can swim in. Several other objects can interact with the water as well. It is not compatible with hemispherical volumes.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Push Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The speed to push the player when inside this area. Doesn't affect swimming on the water surface and doesn't work for spherical or hemispherical areas. For cube-shaped areas, the player will be pushed along the area's rotated Z axis. In cylindrical areas, however, the player will be pushed along the rotated Y axis.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Water Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "What kind of water this area holds. Cold water periodically damages the player.", "Values": [{"Value": "-1", "Notes": "Normal"}, {"Value": "1", "Notes": "Cold water"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 3, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "WaterFortressRain", "Notes": "Creates a rain effect. Requires an instance of TimeStopScreenEffect in the current stage. This can be created by a HipDropTimerSwitch with Obj_arg2 set to 2. If TimeStopScreenEffect becomes active, it will use slower particles instead.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": true, "Description": "The object will appear when this switch is activated.", "Exclusives": []}}}, {"InternalName": "WaterLeakPipe", "Notes": "A long pipe with a splashing water spout on the top. If the player touches the spout while using the Ice power-up, an ice platform appears. The player can stand on the platform while the power-up is active. If the player goes off the platform or looses their power-up, the platform disappears again. This object does not come with its own collision model.", "Games": 1, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Pipe Height", "Type": "Float", "Games": 1, "Needed": false, "Description": "The pipe's length. Default is 500.", "Values": [], "Exclusives": []}}}, {"InternalName": "WaterPlant", "Notes": "A group of decorative seaweed that can appear in many different shapes. The seaweed 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 Seaweed", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of seaweed to be placed. Default is 16.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Placement Range", "Type": "Float", "Games": 3, "Needed": false, "Description": "The range in which the seaweed will be placed. Default is 500.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Texture Frame", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The texture frame to be used. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Teal"}, {"Value": "1", "Notes": "Red"}, {"Value": "2", "Notes": "Yellow"}, {"Value": "3", "Notes": "Green"}], "Exclusives": []}}}, {"InternalName": "WaterPressure", "Notes": "A blue cannon that periodically shoots bubbles that trap the player inside upon contact. It cannot be destroyed through any means. However, the Orange Luma can freeze the bubbles. 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": "Bubble Speed", "Type": "Float", "Games": 3, "Needed": false, "Description": "The movement speed of an individual bubble. Default is 30.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Shot Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how the object shoots bubbles and whether they are affected by gravity or not. Default corresponds to setting it to 0.", "Values": [{"Value": "0", "Notes": "Bubbles affected by gravity"}, {"Value": "1", "Notes": "Bubbles not affected by gravity"}, {"Value": "3", "Notes": "Rotate towards the player"}], "Exclusives": []}, "Obj_arg7": {"Name": "Disable Popping?", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "If set, the player can't pop the bubble by themself.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear 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 bubbles 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 bubbles 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Group": {"Games": 3, "Needed": false, "Description": "Groups several other WaterPressure instances. The one with the longest wait time becomes the \"group leader\". All instances will start shooting a bubble once the group leader is ready.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "Camera": {"Games": 3, "Needed": false, "Description": "Used when the player is trapped inside a bubble.", "Exclusives": []}, "DemoCast": {"Games": 3, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "WaterStream", "Notes": "An invisible water current that pushes compatible objects such as the player along a set path. The width and flow speed of the current can be adjusted.", "Games": 2, "Progress": 1, "Parameters": {"Obj_arg3": {"Name": "Unknown", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Unknown", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "", "Values": [], "Exclusives": []}, "Point_arg0": {"Name": "Flow Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "The factor used to scale the flow speed. Default is 100.", "Values": [], "Exclusives": []}, "Point_arg1": {"Name": "Width Scale", "Type": "Float", "Games": 2, "Needed": false, "Description": "The factor used to scale the current's width. Default is 12.", "Values": [], "Exclusives": []}, "Rail": {"Games": 2, "Needed": true, "Description": "The path that lays out the current's shape.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "WhiteSnowTree", "Notes": "A very simple object with a model and optional collision. It has no special capabilities.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "WingBlock", "Notes": "A winged ? Block that spawns items when hit. WingBlockCoin grants a single Coin whereas WingBlockStarPiece grants eight Star Bits when hit. It can move on a path or remain stationary.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Movement Speed", "Type": "Float", "Games": 2, "Needed": false, "Description": "Sets the rate at which it moves on the path. Default is 4.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "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": []}}}, {"InternalName": "WireCoverCage", "Notes": "A generic map object with a model and collision that can use a different collision mesh if enabled.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Use Tighter Collision?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, it will use a different collision mesh that is a bit tighter.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene.", "Exclusives": []}}}, {"InternalName": "WoodBox", "Notes": "A wooden box that can be destroyed through most of the player and enemy attacks. It can spawn various different items when destroyed.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Coin Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Coins to be spawned when destroyed. Default 1.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Remnants Type", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Can be used to hide the broken remnants when destroyed.", "Values": [{"Value": "-1", "Notes": "Show broken remnants"}, {"Value": "0", "Notes": "Hide broken remnants"}], "Exclusives": []}, "Obj_arg2": {"Name": "Star Bit Count", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The number of Star Bits to be spawned when destroyed. Default 0.", "Values": [], "Exclusives": []}, "Obj_arg3": {"Name": "Riddle SFX Type", "Type": "Integer", "Games": 3, "Needed": false, "Description": "If enabled, will play a jingle when broken.", "Values": [{"Value": "-1", "Notes": "No special sound effect"}, {"Value": "1", "Notes": "SE_SY_READ_RIDDLE_S"}], "Exclusives": []}, "Obj_arg4": {"Name": "1-Up Type", "Type": "Boolean", "Games": 3, "Needed": false, "Description": "Can be used to specify whether a 1-Up Mushroom should be spawned or not.", "Values": [{"Value": "-1", "Notes": "Spawns no 1-Up Mushroom"}, {"Value": "1", "Notes": "Spawns 1-Up Mushroom"}], "Exclusives": []}, "Obj_arg7": {"Name": "Power Star ID", "Type": "Integer", "Games": 3, "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": 3, "Needed": false, "Description": "Gets activated when destroyed.", "Exclusives": []}, "SW_AWAKE": {"Games": 3, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together. The limit of objects is 32 in SMG1 and 96 in SMG2.", "Exclusives": []}, "AppearPowerStar": {"Games": 3, "Needed": false, "Description": "Spawned after destroying it. Requires Obj_arg7 to be set to a proper Power Star ID.", "Exclusives": []}}}, {"InternalName": "WoodLogBridge", "Notes": "A suspension bridge consisting of a variable amount of wood logs. It bounces when Ground Pounded by the player. ", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Number of Logs", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of logs. Default is 32.", "Values": [], "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}}}, {"InternalName": "WorldMapAccessPanel", "Notes": "A panel switch that will open the World Map screen when stepped on.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Next World ID", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What World the player will be in after activating the panel.", "Values": [{"Value": "-1", "Notes": "Retain current World"}, {"Value": "1", "Notes": "World 1"}, {"Value": "2", "Notes": "World 2"}, {"Value": "3", "Notes": "World 3"}, {"Value": "4", "Notes": "World 4"}, {"Value": "5", "Notes": "World 5"}, {"Value": "6", "Notes": "World 6"}, {"Value": "7", "Notes": "World S"}], "Exclusives": []}, "Obj_arg1": {"Name": "Next World Point", "Type": "Integer", "Games": 2, "Needed": false, "Description": "What point on the World Map the player will be at after activating the panel. If set to -1, the player's current point on the World Map will be retained.", "Values": [], "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If used, it won't access the World Map. Instead, it triggers the cutscene マリオ顔惑星発進デモ起動 which is used when entering the World Map screen for the first time. After activating the panel, this switch will be activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the player enters the World Map.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object tries to register to the cutscenes マリオ顔惑星変化 and ワールドマップからの開始. If registered to the former, it will be deactivated initially. For the latter, it can use a special cutscene functor that causes the screen to fade white. Furthermore, it may also use a special cutscene nerve meant to be used when the player returns from a World Map.", "Exclusives": []}}}, {"InternalName": "WorldMapModel", "Notes": "A decorative background model that is meant to be placed around World Maps. Most objects can be linked to it using GeneratorId.", "Games": 2, "Progress": 2, "Parameters": {"DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "WorldMapSky", "Notes": "A decorative background object that loads a different model depending on the World the player has currently selected. 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 models uss 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": "The object will appear 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "DemoSimpleCast": {"Games": 3, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "WorldWarpPoint", "Notes": "A decorative portal from the World Map that appears depending on the currently selected point on the World Map. If the object is called WorldWarpPointEntrance, it will appear only if the player is near an entrance portal on the World Map; if the object is called WorldWarpPointExit, it will appear only if the player is near an exit portal on the World Map.", "Games": 2, "Progress": 2, "Parameters": {"ClippingGroup": {"Games": 2, "Description": "Objects in this group are always clipped together.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "Registers to the cutscenes グランドスター帰還 and グランドスター帰還[ワールド2以降] which are used when the player returns to the Starship Mario after collecting a Grand Star. It can use a special cutscene nerve action that will start its \"Next\" animation.", "Exclusives": ["WorldWarpPointExit"]}}}, {"InternalName": "YellowChip", "Notes": "A collectable yellow chip. Usually five of these are linked together by a YellowChipGroup to trigger a switch to spawn another object, for example a Launch Star. It's usually stationary but it can move on a path as well.", "Games": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Yellow Chip Group ID", "Type": "Integer", "Games": 3, "Needed": true, "Description": "The group ID of this object, the other Yellow Star Chips and their controller.", "Values": [], "Exclusives": []}, "Obj_arg2": {"Name": "Shadow Calculation", "Type": "Integer", "Games": 3, "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": 3, "Needed": false, "Description": "If true, the chip will be placed inside an Air Bubble.", "Values": [], "Exclusives": []}, "Obj_arg4": {"Name": "Shadow Length", "Type": "Float", "Games": 3, "Needed": false, "Description": "Sets the shadow drop length. Default is 2000.", "Values": [], "Exclusives": []}, "Obj_arg5": {"Name": "Shadow Type", "Type": "Integer", "Games": 3, "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": 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", "Type": "Integer", "Games": 3, "Needed": false, "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": "The object will appear when this switch is 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Rail": {"Games": 3, "Needed": false, "Description": "Specifies the optional path that it can move on.", "Exclusives": []}, "ClippingGroup": {"Games": 3, "Description": "Objects in this group are always clipped together.", "Exclusives": []}}}, {"InternalName": "YellowChipGroup", "Notes": "Controls a group of Star Chips (YellowChip) and activates SW_A once all of them have been collected. It is recommended to have five Yellow Star Chips per group. The group for this object and the individual Yellow 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": 3, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Yellow Chip Group ID", "Type": "Integer", "Games": 3, "Needed": false, "Description": "The group ID of this object and its Yellow Star Chips.", "Values": [], "Exclusives": []}, "Obj_arg1": {"Name": "Time Limit", "Type": "Integer", "Games": 3, "Needed": false, "Description": "Specifies how long it takes before the Yellow 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": 3, "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": 3, "Needed": false, "Description": "Specifies what to do with SW_A and 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": "Reactivates SW_A and destroys chips after reloading the scene"}], "Exclusives": []}, "SW_APPEAR": {"Games": 3, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 3, "Needed": true, "Description": "Gets activated when all linked Yellow Star Chips have been collected.", "Exclusives": []}}}, {"InternalName": "YoshiBlock", "Notes": "A glitchy block that can be dashed into with Dash Yoshi which will cause them to disappear after a few seconds. It loads the texture from YoshiBlock.arc/YoshiBlock/YoshiBlockTex.bti, although this file does not exist anymore. For some reason, it can't be seen in first-person view or during intro camera cutscenes.", "Games": 2, "Progress": 2, "Parameters": {}}, {"InternalName": "YoshiCapture", "Notes": "A flower which Yoshi can grab with his tongue to swing himself in its direction. By default, the player can use it from any direction to move in any direction, but this can be restricted.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Fixed Rotation", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, the rotation of the flower will be fixed.", "Values": [{"Value": "", "Notes": ""}], "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": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and licked by Yoshi.", "Exclusives": []}}}, {"InternalName": "YoshiCaptureGuidanceArea", "Notes": "If the player is riding Yoshi when inside this area, the game will display an explanation about how to use Yoshi Grapples.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "YoshiEatGuidanceArea", "Notes": "If the player is riding Yoshi when inside this area, the game will display an explanation about how to eat items with Yoshi. If Obj_arg0 is set, it will explain how to shoot projectiles with Yoshi instead, provided that he is carrying a projectile in his mouth.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Projectile Tutorial?", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, this will explain how to shoot projectiles with Yoshi instead.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "Gets activated after displaying the tutorial once.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "YoshiEgg", "Notes": "An egg that can be cracked open to reveal Yoshi, the player's rideable dinosaur pal.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Nest Type", "Type": "Boolean", "Games": 2, "Needed": false, "Description": "If set, only the nest will be shown at the start of the level. If another Yoshi returns to its egg, this nest will become availible to use as a respawn point for Yoshi. This setting will be ignored if SW_APPEAR is used.", "Values": [{"Value": "-1", "Notes": "Egg always enabled"}, {"Value": "1", "Notes": "Egg initially disabled"}], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_A": {"Games": 2, "Needed": false, "Description": "If set, the player will be unable to break open the egg until the switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "Used when the egg appears through SW_APPEAR.", "Exclusives": []}, "DemoCast": {"Games": 2, "Needed": false, "Description": "The object takes part in the cutscene. It can use a special cutscene functor action which displays the explanation text for Yoshi when triggered.", "Exclusives": []}, "MarioFaceShipNpcRegister": {"Games": 2, "Needed": false, "Description": "This object can be registered to a Starship Mario NPC appearance event.", "Exclusives": []}}}, {"InternalName": "YoshiFruit", "Notes": "A fruit that can be eaten by Yoshi to reveal a Star Bit. Once ten of them have been eaten, the player receives a 1-Up. Can be targeted by the Orange Luma to make it swing. Can be destroyed using Koopa Shells or Ground Pounds.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when eaten.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "YoshiFruitBig", "Notes": "A big fruit that can be eaten by Yoshi to reveal six Star Bit. Can be targeted by the Orange Luma to make it swing.", "Games": 2, "Progress": 2, "Parameters": {"SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when eaten.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "YoshiLockOnTarget": {"Games": 2, "Description": "This object can be targeted and eaten by Yoshi.", "Exclusives": []}}}, {"InternalName": "YoshiSendOffArea", "Notes": "If Yoshi is inside this area after the player dismounts him, he will play a special animation where he waves the player goodbye.", "Games": 2, "Progress": 2, "Parameters": {"SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_AWAKE": {"Games": 2, "Description": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}}}, {"InternalName": "Yukkina", "Notes": "A snow boss that attacks the player by rolling into them. Its red nose can only be hit using Spin Attacks. After hitting it three times, it will be defeated which makes a Power Star appear. However, this requires a properly configured Scenario entry.", "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 camera.", "Values": [], "Exclusives": []}, "SW_APPEAR": {"Games": 2, "Needed": false, "Description": "The object will appear when this switch is activated.", "Exclusives": []}, "SW_DEAD": {"Games": 2, "Needed": false, "Description": "Gets activated when it dies.", "Exclusives": []}, "GeneralPos": {"Games": 2, "Needed": true, "Description": "マリオ位置 specifies the player's position during the intro and ending cutscenes.", "Exclusives": []}, "Camera": {"Games": 2, "Needed": false, "Description": "オープニングデモスキップ is used when skipping the intro cutscene.", "Exclusives": []}, "AppearPowerStar": {"Games": 2, "Needed": true, "Description": "Spawned after defeating it.", "Exclusives": []}, "BaseMtxFollowTarget": {"Games": 2, "Description": "Objects of this class can be followed by another BaseMtxFollower object.", "Exclusives": []}}}, {"InternalName": "YukkinaGroundSnow", "Notes": "A destroyable snow spike object that spawns a Coin after hitting it a set amount of times. When destroyed, the player has to walk away from it so that it can respawn.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Hits Needed For Coin", "Type": "Integer", "Games": 2, "Needed": false, "Description": "The number of required hits for it to spawn a Coin. The actual number of required hits will be Obj_arg0 % 4. Default is 0.", "Values": [], "Exclusives": []}}}, {"InternalName": "ZeroGravityBox", "Notes": "A gravity area that attracts objects towards collision triangles. This variant uses a box range and ignores the Range setting.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 2, "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": 2, "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": 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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ZeroGravityCylinder", "Notes": "A gravity area that attracts objects towards collision triangles. This variant uses a cylindrical range and ignores the Range setting.", "Games": 2, "Progress": 2, "Parameters": {"Obj_arg0": {"Name": "Base Distance", "Type": "Float", "Games": 2, "Needed": false, "Description": "The minimum distance used for calculating the gravity speed. Default is 2000.", "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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}, {"InternalName": "ZeroGravitySphere", "Notes": "A gravity area that attracts objects towards collision triangles. This variant uses a spherical range.", "Games": 2, "Progress": 2, "Parameters": {"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": "The object will become visible and resume movement when this switch is activated.", "Exclusives": []}, "BaseMtxFollower": {"Games": 2, "Description": "Objects of this class can follow another BaseMtxFollowTarget object.", "Exclusives": []}, "DemoSimpleCast": {"Games": 2, "Description": "This object will not pause its movement during cutscenes, NPC conversations, etc.", "Exclusives": []}}}], "Objects": [{"InternalName": "Abekobe2DMoveLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rightside Down -- Blank Moving Wood Platform", "Notes": "A moving platform from Rightside Down Galaxy. It has a blank surface.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AbekobeCircleMoveLift", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Rightside Down -- Checkered Moving Wood Platform", "Notes": "A moving platform from Rightside Down Galaxy. It has a checker patterned surface.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AbekobeIntroducePlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Rightside Down -- Intro Planet", "Notes": "The decorative building blocks planet that can be seen at the beginning of Rightside Down Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AirBubble", "ClassNameSMG1": "AirBubble", "ClassNameSMG2": "AirBubble", "Name": "Air Bubble", "Notes": "A bubble that restores the player's air when collected underwater.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AirBubbleGenerator", "ClassNameSMG1": "AirBubbleGenerator", "ClassNameSMG2": "AirBubbleGenerator", "Name": "Air Bubble Generator", "Notes": "A nozzle that periodically generates air bubbles.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AncientCage", "ClassNameSMG1": "AncientCage", "ClassNameSMG2": "AncientCage", "Name": "Clockwork Ruins -- Luma Cage", "Notes": "The red metal cage from Clockwork Ruins Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AquariumPlanetA", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Cosmic Cove -- 2D Underwater Planet", "Notes": "The large planet found in the 2D underwater section from Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AquariumPlanetB", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Cosmic Cove -- 2D Sea Mine Planet", "Notes": "The large planet found in Cosmic Cove Galaxy's 2D section that features Jammyfish and Sea Mines.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AquariumRailMoveObj", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Cosmic Cove -- Moving Gate", "Notes": "A moving metal gate from Cosmic Cove Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AreaMoveSphere", "ClassNameSMG1": "AreaMoveSphere", "ClassNameSMG2": "AreaMoveSphere", "Name": "Collision Push Movement Area [Sphere]", "Notes": "Moves compatible objects if they are on AreaMove collision triangles.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowBoard", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Arrow Sign", "Notes": "A large arrow-shaped sign with a red outline.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowSwitch", "ClassNameSMG1": "ArrowSwitch", "ClassNameSMG2": "ArrowSwitch", "Name": "Arrow Switch", "Notes": "An arrow-shaped switch that rotates once it gets triggered.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowSwitchMulti", "ClassNameSMG1": "ArrowSwitchMulti", "ClassNameSMG2": "ArrowSwitchMulti", "Name": "Multi-Use Arrow Switch", "Notes": "An arrow-shaped switch that rotates once it gets triggered. Can be triggered multiple times.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "ArrowSwitchTarget", "ClassNameSMG1": "ArrowSwitchTarget", "ClassNameSMG2": "ArrowSwitchTarget", "Name": "Multi-Use Arrow Switch Target", "Notes": "A target that triggers a switch based off of the state of the ArrowSwitchMulti that it belongs to.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlock", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Generic Space Junk Block [Unused]", "Notes": "A Space Junk block that retrieves a proper model using ShapeModelNo. However, no more models exist for this object.", "Category": "deprecated", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsA", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Blue Space Junk Block", "Notes": "A square-shaped Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsB", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Green Space Junk Block", "Notes": "A long Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsC", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Purple Space Junk Block", "Notes": "A tall Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "AssemblyBlockPartsD", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Orange Space Junk Block", "Notes": "An octagonal Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "AssemblyBlockPartsE", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Red Space Junk Block", "Notes": "A triangular Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": true}, {"InternalName": "AssemblyBlockPartsIceB", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Small Icy Space Junk Block", "Notes": "A small square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsIceC", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Very Tall Icy Space Junk Block", "Notes": "A very tall square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsIceD", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Tall Icy Space Junk Block", "Notes": "A tall square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsIceE", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Narrow Icy Space Junk Block", "Notes": "A narrow square-shaped icy version of a Space Junk Block.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPartsTimerA", "ClassNameSMG1": "AssemblyBlock", "ClassNameSMG2": "AssemblyBlock", "Name": "Timed Space Junk Block", "Notes": "A long rectangular transparent Space Junk Block; used in Bowser's Galaxy Reactor.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AssemblyBlockPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "Space Junk -- Silver Star Planet", "Notes": "The planet at the start of the Silver Star section in the first mission of Space Junk Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidA", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Large Decorative Asteroids", "Notes": "A group of many large asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "AsteroidB", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Small Decorative Asteroids", "Notes": "A group of many small asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidBlockPlanet", "ClassNameSMG1": "PlanetMap", "ClassNameSMG2": "PlanetMap", "Name": "8-Bit Mario/Luigi Planet Parts", "Notes": "The lava, swamp platforms and large brick platform that serve as the basis of the 8-Bit Mario/Luigi planet from Toy Time Galaxy and Mario Squared Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidBlockRotateStepA", "ClassNameSMG1": "RotateMoveObj", "ClassNameSMG2": "RotateMoveObj", "Name": "Toy Time -- Yellow Rotating Platform", "Notes": "A yellow rotating platform used on the 8-Bit Mario planet in Toy Time Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidC", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Medium Decorative Asteroids", "Notes": "A group of many medium-sized asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidD", "ClassNameSMG1": "SimpleEnvironmentObj", "ClassNameSMG2": "SimpleEnvironmentObj", "Name": "Lush Decorative Asteroids", "Notes": "A group of many lush asteroids that serve as decoration.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AsteroidMoveA", "ClassNameSMG1": "RailMoveObj", "ClassNameSMG2": "RailMoveObj", "Name": "Moving Asteroid Cluster", "Notes": "A group of many small asteroids that can move on a path.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Grassy Region", "Notes": "The section of the Comet Observatory where the Terrace and the Fountain are located.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseB", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Library Region", "Notes": "The section of the Comet Observatory where the Kitchen and the Bedroom are located.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseC", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Upper Region", "Notes": "The section of the Comet Observatory where the Engine Room and the Garden are located.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseCenterA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Big Slope", "Notes": "The big slope found below the Engine Room in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseCenterB", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Beacon Holder", "Notes": "The two cones that hold the Beacon in place in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseCenterTop", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Peak", "Notes": "The top of the Comet Observatory where a 1-Up can be found.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroBaseKitchen", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Kitchen Steps", "Notes": "The steps that lead up to the Kitchen in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroChangeStageCube", "ClassNameSMG1": "AstroChangeStageCube", "ClassNameSMG2": "AstroChangeStageCube", "Name": "Comet Observatory Change Stage Area [Cube]", "Notes": "An area that will exit the current scene and start another one. For example, this is used to go to the different Domes on the Comet Observatory. The cube's origin is the base's center.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroChildRoom", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Comet Observatory -- Gateway Planet", "Notes": "The small planet from the Comet Observatory that leads to Gateway Galaxy.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroCore", "ClassNameSMG1": "AstroCore", "ClassNameSMG2": "AstroCore", "Name": "Comet Observatory Beacon", "Notes": "The glowing Beacon that serves as the engine of the Comet Observatory.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroCountDownPlate", "ClassNameSMG1": "AstroCountDownPlate", "ClassNameSMG2": "AstroCountDownPlate", "Name": "Comet Observatory Star Countdown", "Notes": "The number located at the start of the Comet Observatory that counts down the amount of stars you need to finish the game.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDecoratePartsA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Beacon Ring", "Notes": "The red-purple ring found around the Beacon in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDecoratePartsGearA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Decorative Gears", "Notes": "The rotating gears found inside the glass of the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDome", "ClassNameSMG1": "AstroDome", "ClassNameSMG2": "AstroDome", "Name": "Dome -- Interior", "Notes": "The interior of a Dome.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeAsteroid", "ClassNameSMG1": "AstroDomeAsteroid", "ClassNameSMG2": "AstroDomeAsteroid", "Name": "Level Select Asteroids", "Notes": "A group of many rotating asteroids that are found in the galaxy select of the Domes.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeBlueStar", "ClassNameSMG1": "AstroDomeBlueStar", "ClassNameSMG2": "AstroDomeBlueStar", "Name": "Level Select Pull Star", "Notes": "A variation of the Pull Star that takes you to the galaxy select within Domes.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeComet", "ClassNameSMG1": "AstroDomeComet", "ClassNameSMG2": "AstroDomeComet", "Name": "Level Select Comet", "Notes": "The decoration used when a galaxy in the galaxy select has a Comet.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeDemoAstroGalaxy", "ClassNameSMG1": "AstroDomeDemoAstroGalaxy", "ClassNameSMG2": "AstroDomeDemoAstroGalaxy", "Name": "Level Select Miniature Comet Observatory", "Notes": "A small version of the Comet Observatory that can be seen when the player flies to a galaxy in a Dome.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeDemoStarter", "ClassNameSMG1": "AstroDomeDemoStarter", "ClassNameSMG2": "AstroDomeDemoStarter", "Name": "Level Select Fly-Out Cutscene", "Notes": "Sets up the cutscene for when the player flies to a galaxy in a Dome.", "Category": "cutscene", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeEntrance", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Dome", "Notes": "The entrances to the several Domes in the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeGalaxySelector", "ClassNameSMG1": "AstroDomeGalaxySelector", "ClassNameSMG2": "AstroDomeGalaxySelector", "Name": "Level Select Controller", "Notes": "A controller for the galaxy select in the Domes.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeSky", "ClassNameSMG1": "AstroDomeSky", "ClassNameSMG2": "AstroDomeSky", "Name": "Dome Sky", "Notes": "The starry ocean sky models used in the Domes. ", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroDomeSkyA", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Bigmouth Sky", "Notes": "The starry ocean sky model from Bigmouth Galaxy.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroLibrary", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Library Exterior", "Notes": "The exterior of the Comet Observatory's library.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroMapBoard", "ClassNameSMG1": "AstroMapBoard", "ClassNameSMG2": "AstroMapBoard", "Name": "Comet Observatory Map Screen", "Notes": "A huge screen that displays the map of the Comet Observatory.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroOverlookAreaCylinder", "ClassNameSMG1": "AstroOverlookArea", "ClassNameSMG2": "AstroOverlookArea", "Name": "Show Comet Observatory Labels Area [Cylinder]", "Notes": "Displays the labels for the different parts of the Comet Observatory. Requires an actual AstroOverlookObj placed in the stage.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroOverlookObj", "ClassNameSMG1": "AstroOverlookObj", "ClassNameSMG2": "AstroOverlookObj", "Name": "Show Comet Observatory Labels Controller", "Notes": "A controller that will show the name labels for the different parts of the Comet Observatory if the player stands inside an AstroOverlookAreaCylinder.", "Category": "controller", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroParking", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Garage", "Notes": "The garage section in which the Toad Brigade's Starshroom is parked.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroRoomLibrary", "ClassNameSMG1": "SimpleMapObj", "ClassNameSMG2": "SimpleMapObj", "Name": "Comet Observatory -- Library Interior", "Notes": "The interior of the Comet Observatory's Library.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 3, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroRotateStepA", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Green Rotating Platforms", "Notes": "A set of green rotating platforms found on the lower level of the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroRotateStepB", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Yellow Rotating Platforms", "Notes": "A set of yellow rotating platforms found on the upper level of the Comet Observatory.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroStarPlate", "ClassNameSMG1": "AstroMapObj", "ClassNameSMG2": "AstroMapObj", "Name": "Comet Observatory -- Dome Pipes", "Notes": "The decorative pipes in the Comet Observatory that power the Domes.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AstroTorchLightBlue", "ClassNameSMG1": "AstroEffectObj", "ClassNameSMG2": "AstroEffectObj", "Name": "Blue Comet Observatory Torchlight", "Notes": "A blue torchlight that was meant to be used in the Comet Observatory.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": true, "IsLeftover": false}, {"InternalName": "AstroTorchLightRed", "ClassNameSMG1": "AstroEffectObj", "ClassNameSMG2": "AstroEffectObj", "Name": "Red Comet Observatory Torchlight", "Notes": "The red torchlight used in the Comet Observatory.", "Category": "particle", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AttackRock", "ClassNameSMG1": "AttackRock", "ClassNameSMG2": "AttackRock", "Name": "Bowser Attack Rock [Fight]", "Notes": "A yellow orb that appears during the boss fights against Bowser.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AttackRockFinal", "ClassNameSMG1": "AttackRockFinal", "ClassNameSMG2": "AttackRockFinal", "Name": "Bowser Attack Rock [Final Fight]", "Notes": "A yellow orb that appears during the final boss fight against Bowser.", "Category": "boss", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AttackRockTutorial", "ClassNameSMG1": "AttackRockTutorial", "ClassNameSMG2": "AttackRockTutorial", "Name": "Bowser Attack Rock [Stage]", "Notes": "A yellow orb that appears before the fights against Bowser.", "Category": "levelfeature", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectArea", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area", "Notes": "Enables a different audio effect once entered.", "Category": "areas", "AreaShape": "Any", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Sound", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectCube", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area [Cube]", "Notes": "Enables a different audio effect once entered. The cube's origin is the base's center.", "Category": "areas", "AreaShape": "BaseOriginCube", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectCylinder", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area [Cylinder]", "Notes": "Enables a different audio effect once entered.", "Category": "areas", "AreaShape": "Cylinder", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AudioEffectSphere", "ClassNameSMG1": "AudioEffectArea", "ClassNameSMG2": "AudioEffectArea", "Name": "Audio Effect Area [Sphere]", "Notes": "Enables a different audio effect once entered.", "Category": "areas", "AreaShape": "Sphere", "ListSMG1": "AreaObjInfo", "ListSMG2": "AreaObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "AuroraSky", "ClassNameSMG1": "Sky", "ClassNameSMG2": "Sky", "Name": "Freezeflame Sky", "Notes": "The sky model from Freezeflame Galaxy that features auroras.", "Category": "background", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 1, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BackgroundComet", "ClassNameSMG1": "SimpleMapObjFarMax", "ClassNameSMG2": "SimpleMapObjFarMax", "Name": "Starship Mario -- Rosalina's Comet", "Notes": "The large egg-shaped Comet that appears during Starship Mario's ending cutscene.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BakuBaku", "ClassNameSMG1": "BakuBaku", "ClassNameSMG2": "BakuBaku", "Name": "Mattermouth", "Notes": "A gluttonous skull enemy from Haunty Halls Galaxy.", "Category": "enemy", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BakubakuCircleConveyor", "ClassNameSMG1": "RotateMoveObjClipParts", "ClassNameSMG2": "RotateMoveObjClipParts", "Name": "Haunty Halls -- Small Rotating Carpet Platform", "Notes": "", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "MapPartsInfo", "ListSMG2": "MapPartsInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BakuBakuClipStep", "ClassNameSMG1": "SimpleClipPartsObj", "ClassNameSMG2": "SimpleClipPartsObj", "Name": "Lava Lair -- Mattermouth Carpet", "Notes": "The large carpet from Bowser's Lava Lair that is eaten away by Mattermouths.", "Category": "stagepart", "AreaShape": "Any", "ListSMG1": "ObjInfo", "ListSMG2": "ObjInfo", "File": "Map", "Games": 2, "Progress": 2, "IsUnused": false, "IsLeftover": false}, {"InternalName": "BallBeamer", "ClassNameSMG1": "BallBeamer", "ClassNameSMG2": "BallBeamer", "Name": "Ball Beamer", "Notes": "A yellow enemy with a metal nut on its head that periodically emits spherical rings of electricity.", "Category": "enemy", "AreaShape": "A