ActorInfo

From Luma's Workshop
Jump to navigation Jump to search


ActorInfo

ActorInfo is a folder that only exists in SMG2. it contains files that control certain aspects of objects. Below is a list of every file that can be put in this folder.

Filename Uses Description
ActionBgmCtrl.bcsv 13 Used by bosses to start their music
ActionFlagCtrl.bcsv 111
ActionFootPrintCtrl.bcsv 1 Used by DinoPackunBaby to assist in controlling the footsteps
ActionScreenBlurCtrl.bcsv 21
ActorAnimCtrl.bcsv 109
ActorHitReactionCtrl.bcsv 139
ActorParam.bcsv 5
ActorStateWalk.bcsv 1 Used by DinoPackunBaby to assist in controlling his walk
AnimBlendTriple.bcsv 2
InitActor.bcsv 529 Contains information on how the actor gets initialized.
InitActor2D.bcsv 1 Contains information on how the 2D actor gets initialized. Only used by Tongari.
InitActor2DWater.bcsv 1 Contains information on how the 2D Water actor gets initialized. Only used by GhostAttackGhost.
InitActorCollection.bcsv 7 Contains information on how the Collection actor gets initialized. Used by all 7 Powerups that appear on Starship Mario.
InitActorDemo.bcsv 10 Contains information on how the Demo actor gets initialized. Used by GrandStar, PowerStar, and some other objects used in the game's main cutscenes.
InitActorDemoBellyDragon.bcsv 2 Contains information on how the Demo actor gets initialized during a Gobblegut cutscene. Only used by KoopaJr and KoopaJrRobotPod.
InitActorDemoTitle.bcsv 3 Contains information on how the Demo actor gets initialized while on the Title Screen. Only used by DemoTitlePlanet, Tico, and Yoshi.
InitActorDemoWithShadow.bcsv 1 Contains information on how the Demo actor gets initialized with a shadow. Only used by PowerStar.
InitActorDummy.bcsv 5 Contains information on how the actor gets initialized in dummy form. Used by KinokoLifeUp, KinokoOneUp, Kuribo, PowerStar, and Tico.
InitActorExit.bcsv 1 Contains information on how the exit actor gets initialized. Only used by PetitPorter.
InitCollision.bcsv 101 Contains information on how the collision for this object is created
InitScale.bcsv 6 Contains a Vector3 that represents a size scale.
InitSensor.bcsv 303 Contains information on how to setup hitboxes for this object.
InitStageEffectCamera.bcsv 11 Contains information on how this object interacts with the camera.
InitStageEffectPad.bcsv 12 Contains information on pad. Unknown for sure, but it looks to be related to Wiimote Rumbling
InitSwitch.bcsv 114 Contains information on which switches are used and how
ItemGenerator.bcsv 77 Contains information on what objects to spawn when certain events are triggered (such as "Death by Spin Attack")
PadAndCameraCtrl.bcsv 105
Reaction.bcsv 3
Sequence.bcsv 2 Used for the Chimp Ice skating minigames
Shadow.bcsv 256 Contains information on how to create shadows for this object. Useful for ProductMapObjDataTable classes such as SimpleMapObj.
(ObjectName).banmt 234


InitActor.bcsv

InitActor.bcsv and it's variants (like InitActor2D.bcsv) are all structured the same way, and define certain values for the object during it's initialization.

Field Name Type Description
InitFunction string The name of the function that this entry corresponds to.
Functions:
Rail: Only uses Data. "" for "Doesn't use Rails". "Use" for "Can use Rails". "Needs" for "Requires a Rail"
DefaultPos: Only uses Data. "o" for Enabled, "x" for Disabled.
UseScaleForParam: Only uses Data. "o" for Enabled, "x" for Disabled.
Model: Only uses Data. The name of the model to use.
Executor: Only uses Data. Check the executor list below this table for more details.
Light: Only uses Data. The name of the Light Type to use.
Binder: "o" for Enabled, "x" for Disabled.
Effect: The name of the Effect group to use.
Sound:The name of the Sound group to use. You can offset the sound from the object position using the Param00VecX, Y, and Z.
Clipping: Only uses Param00F32. The distance that this object will clip out at.
GroupClipping:
DemoSimpleCastAll:
StarPointer:
DebugNode: Useless.
Data string The main data input. Most InitFunctions use this.
Param00Int int An integer parameter
Param00F32 float A float parameter
Param01F32 float A second float parameter
Param00Str string A string parameter, different from the Data parameter.
Param00VecX float The X Value of a Vector3 parameter.
Param00VecY float The Y Value of a Vector3 parameter.
Param00VecZ float The Z Value of a Vector3 parameter.
Executor Description
MapObj
MapObjStrongLight
MapObjNoShadow This object does not get shadows applied to it
MapObjNoSilhouetted
MapObjDecoration *Seems to not correctly support environment maps*
MapObjNoCalcAnim
MapObjMovement
MapObjNoMovement
MapObjIndirect
MapObjIndirectStrongLight
MapObjNoMovementNoCalcAnimIndirectStrongLight
ClippedMapParts
CollisionMapObj
CollisionMapObjWeakLight
CollisionMapObjNoShadow
CollisionMapObjNoShadowNoCalcAnim
CollisionMapObjIndirectNoCalcAnim
Enemy
EnemyDecoration
EnemyIndirect
EnemySilhouette
EnemyNoShadow
EnemyNoMovement
Boss
NpcNoShadow
NpcNoCalcAnim
Ride
RideSilhouette
Planet
PlanetIndirect
DynamicMapObj
PlayerDecoration
Item
Bloom Renders the object on the Bloom pass, which requires a BloomArea to activate.
BossBussun
CrystalItem
FireBarBall
GliBird
HipDropStarMove
StoryBook
StoryBookFilter
WorldMapMiniObj
GhostMazeMask
Crystal
Tamakoro
SuperDreamer
Ghost2DWater
WoodLogBridge

Shadow.bcsv

Shadow.bcsv is used to create shadows for objects.

Field Name Type Description
Name string Shadow name
GroupName string
Joint string Name of the joint to attach to
DropStart float How far until the shadow starts to drop
DropLength float How far the shadow drops for
FollowScale int Set to 1 to make the shadow scale with the model (if scaled in an editor from the original size)
SyncShow int Set to 1 to make the shadow clip in and out with it's parent model
Gravity int
Collision int
DropOffsetX float X Offset to drop the shadow at.
DropOffsetY float Y Offset to drop the shadow at.
DropOffsetZ float Z Offset to drop the shadow at.
VolumeStart float
VolumeEnd float
VolumeCut int Set to 1
Type string VolumeBox: A Box where any shadow responsive object that enters it gets the shadow applied
VolumeSphere:
VolumeCylinder:
VolumeOval:
VolumeLine:
VolumeOvalPole:
VolumeFlatModel: Define the shadow using a shadow model
SurfaceCircle:
SurfaceOval:
SizeX float X Scale of the shadow
SizeY float Y Scale of the shadow
SizeZ float Z Scale of the shadow
Radius float
LineStart string
LineEnd string
LineStartRadius float
LineEndRadius float
Model string Used to specify what model to use for the Shadow
LocalRotateX float
LocalRotateY float
LocalRotateZ float

InitSensor.bcsv

InitSensor.bcsv defines all of the HitSensors that are applied to the actor.

Name Type Description
SensorName string
SensorType string
Radius float The radius of the sensor.
HitSensorNumMax int The maximum amount of other sensors that can interact with this sensor.
JointName string The joint to attach this sensor to on the model.
Callback string
OffsetX float Offset X of the sensor.
OffsetY float Offset Y of the sensor.
OffsetZ float Offset Z of the sensor.

InitSwitch.bcsv

InitSwitch.bcsv defines all of the switches that can be used with the actor.

Name Type Description
SwitchName string The name of the switch.
Usage string The way that the switch is used.

Usage Types

Below is a table of the available options for the Usage field.

Name Description
UseRead The switch type can be read from.
NeedRead The switch type is required to read from.
UseWrite The switch type can be written to.
NeedWrite The switch type is required to write to.
UseWriteAuto The switch type can be automatically triggered.
NeedWriteAuto The switch type is required to automatically trigger.
x Switch type is disabled.

Availability

Certain Switches only support specific Usage Types. This table details which switches can use which Usage Types.

Switch Name Available Usage Types
SW_APPEAR UseRead (calls MR::useStageSwitchReadAppear)
NeedRead (calls MR::needStageSwitchReadAppear)
SW_DEAD UseWrite (calls MR::useStageSwitchWriteDead)
NeedWrite (calls MR::needStageSwitchWriteDead)
UseWriteAuto (calls MR::useStageSwitchWriteAutoDead)
NeedWriteAuto (calls MR::needStageSwitchWriteAutoDead)
SW_A UseRead (calls MR::initUseStageSwitchReadA)
UseWrite (calls MR::initUseStageSwitchWriteA)
NeedRead (calls MR::needStageSwitchReadA)
NeedWrite (calls MR::needStageSwitchWriteA)
SW_B UseRead (calls MR::useStageSwitchReadB)
UseWrite (calls MR::initUseStageSwitchWriteB)
NeedRead (calls MR::needStageSwitchReadB)
NeedWrite (calls MR::needStageSwitchWriteB)
SW_AWAKE
(Optional)
UseRead (calls MR::useStageSwitchAwake)

ItemGenerator.bcsv

Relates on items that can be generated from the actor.

Name Type Description
ActionName string The action that has to be committed for the item to spawn. These actions are defined through code.
ItemInfoName string The item to spawn. See Item Info.
JointName string The joint where the item is spawned.
Count int The number of said item to spawn.

Item Info

Name Description
Coinx1 Spawns a single coin.
StarPiecex1 Spawns a single star piece.
StarPiecex3 Spawns three star pieces.
StarPiecex6 Spawns six star pieces.
StarPiecex10 Spawns ten star pieces.