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Red Coin System
The Red Coin System is a recreation of the Red Coin game mechanic seen in older three-dimensional Super Mario titles, such as Super Mario 64 and Super Mario Sunshine.
Red Coins activate an event when all of them are collected, typically 8.
File Path and Name | Type | Link |
---|---|---|
/LayoutData/RedCoinCounter.arc | Custom | Download |
/LayoutData/RedCoinCounterPlayer.arc | Custom | Download |
/ObjectData/RedCoin.arc | Custom | Download |
/ObjectData/RedCoinSwitch.arc | Custom | Download |
Red Coins must be linked to a Red Coin Controller through Group ID. Once all the linked Red Coins are collected, the SW_A
event linked to the Red Coin Controller is activated.
In this instance, a Power Star Spawner is linked to the Red Coin Controller.
Parameter Name | Type | Name | Default Value | Purpose |
---|---|---|---|---|
Obj_arg0 |
float |
SW_B activation launch velocity |
250 | Defined below |
Obj_arg1 |
bool | Red Coin Counter Number Position | false | Defined below |
Obj_arg3 |
bool | Shadow Calculation | Identical to Coin | NA |
Obj_arg4 |
int | Pose Type | Identical to Coin | NA |
Obj_arg5 |
float | Shadow Drop Distance | Identical to Coin | NA |
Obj_arg6 |
int | Shadow Type | Identical to Coin | NA |
Obj_arg7 |
bool | Inside Bubble? | Identical to Coin | NA |
SW_APPEAR |
Switch (Read) | NA | NA | Appear |
SW_A |
Switch (Write) | NA | NA | Activates on coin collection |
SW_B |
Switch (Read) | NA | NA | Appear Pop |
GroupId |
long | Red Coin Group | NA | Links Red Coins to the Red Coin Controller |
These Red Coins are spawned using SW_B
. In this example, this functionality is used to allow Red Coins to pop out of Crystal Cages.
Using the DummyDisplayModelTable
module, a custom Display Model entry can be added for the Red Coins.
This will allow any object that supports DummyDisplayModel
functionality to contain a Red Coin.
Obj_arg1
determines the number layout behavior. The left Red Coin is set to default (-1), which means the number will appear and follow the Red Coin's position. The right Red Coin has Obj_arg1
set to 0, which causes the number to follow the player instead.
Parameter Name | Type | Name | Default Value | Purpose |
---|---|---|---|---|
Obj_arg0 |
bool | Reward Coins | true | Defined below |
Obj_arg1 |
long | Power Star Check | 0 (Disabled) | Defined below |
Obj_arg2 |
long | Picture Font Icon ID | 55 (Power Star) | Defined below |
Obj_arg3 |
long | Layout Visibility Behavior | -1 | Defined below |
SW_A |
Switch (Write) | NA | NA | Activates when all linked Red Coins are collected. |
GroupId |
long | Red Coin Group | NA | Links the Red Coin Controller to the Red Coins. |
Obj_arg0
determines if two Coins should be rewarded when a Red Coin is collected. This is true by default.
Object arguments 1 and 2 determine the small star icon. This icon only appears when the Star ID defined in Obj_arg1
is collected. Obj_arg2
determines the Picture Font Icon ID to display.
If Icon 0x72 (Bronze Power Star) is desired, then Obj_arg2
would be set to 114.
The tool BRFNTify Next can be used to determine Font Icon IDs if you are unsure of the ID.
This feature is entirely optional, it is disabled by default.
Obj_arg3
determines the RedCoinCounter's visibility behavior. Default (-1) sets the layout to appear on collection of the first coin.
Setting it to 0 will cause the layout to be constantly visible, until all linked Red Coins are collected.