ActorInfo
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 | |
| 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. |