Difference between revisions of "Object/coin"
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== Settings == | == Settings == | ||
=== Setting #2: Start or respawn place === | === Setting #2: Start or respawn place === | ||
+ | |||
+ | This setting decides about the characteristic '''starting place''' or '''respawn place'''. | ||
+ | * Values between '''0..49''' are used for ''starting places''. Nintendo used unique numbers, but it seems, that any mix is working. At some slots, numbers >50 (may be up to 100) will work too. | ||
+ | * The slots have different limits of usable starting places. It vary between 21 and 50 (in examination!). | ||
+ | * At battle start, all usable starting places starts with a coin. | ||
+ | * ''Respawn places'' have always value '''-1 (=65535)''' and generally used for respawned and new coins. On some slots they are used as starting place too, if the number starting places is to small. | ||
+ | * The total number of coins is limited by the total number of coin objects. Additionally, all slots have different absolute limits. | ||
=== Setting #3: Spawning type === | === Setting #3: Spawning type === |
Revision as of 13:00, 19 August 2018
This article is about the object »coin« (object id 0x73). Coins are only used in coin runners mode of Battle Arenas.
Settings
Setting #2: Start or respawn place
This setting decides about the characteristic starting place or respawn place.
- Values between 0..49 are used for starting places. Nintendo used unique numbers, but it seems, that any mix is working. At some slots, numbers >50 (may be up to 100) will work too.
- The slots have different limits of usable starting places. It vary between 21 and 50 (in examination!).
- At battle start, all usable starting places starts with a coin.
- Respawn places have always value -1 (=65535) and generally used for respawned and new coins. On some slots they are used as starting place too, if the number starting places is to small.
- The total number of coins is limited by the total number of coin objects. Additionally, all slots have different absolute limits.
Setting #3: Spawning type
Nintendo uses types 0, 1 and 2. The tests of Wiimm additionally cover type 3:
- No differences between types 2 and 3 found.
- Type 0 and 1: Coins are inserted at place.
- Type 2 and 3: Coins fall down from the sky.
- Coins from starting places of all types except type 1 are moved to respawn places at the beginning of Phase 2 (see below).
Phases
It seems, that 3 phases exists for coins, but the details depending on the used slot.
- At the beginning, the game is in Phase 1: Coins are only available at start places. Only if <20 (value depends on slot) start places exists, respawn places are used as start places too.
- If a player is damaged (is respawned and maybe hit) Phase 2 begins: Coins from starting places of all types except type 1 are moved to respawn places.
- Phase 2 is also triggered, if about the half of the starting coins are caught. Some slots (e.g. A13 with less than 14 start places) starts direct in Phase 2.
- For some situations (number of starting points, slot), phase 2 is skipped.
- If in Phase 2 and a players is damaged and lost at least 1 coin, then Phase 3 begins: Coins, that were not inserted in Phase 1, become available and will be spawned time by time.
- Phase 3 is also triggered, if many coins from respawn places were caught.
- Some slots (e.g. A11 with less than 12 start places) starts direct in Phase 3.
Observations
Slot dependency
Rules for custom setup
Links
Main Tutorials
Introduction –
Textures –
Scale –
Modeling ⇒ Using Blender –
BRRES: CTools
BRRES: BrawlBox –
BRRES: RiiStudio –
Minimap –
Solidity –
KCL: Wiimms Tools –
KMP Editing
Object Editing –
Cameras –
Cannons –
Post-effects –
Videos
Battle Arenas
Battle Arenas –
Enemy routes in battle arenas ⇒ Using Wiimm's Tools –
Coins
Misc. Tutorials
Getting Files –
BrawlBox Tricks –
Animations –
Shadows –
Mipmaps
Custom Effects –
Moving Terrain –
Music –
Ports –
Paint Remakes –
Tutorial Archive
Extended presence flags: Track Tutorial –
LE-CODE Track FAQ
Testing and Reviewing
Testing a Track –
Visual Review –
Track Transformation –
Fixing Errors
Software
3D Tools –
BrawlBox –
CTools Pack –
KMP3D –
KMP Cloud –
KMP Modifier
Lorenzi's KMP Editor –
MagicY –
Material Tool –
Post-Effect Editor –
Wiimms SZS Tools –
Wiimm's Tool Manager
Other
KMP Objects –
Custom Objects –
Model Database –
Tutorial Archive