Difference between revisions of "Object/coin"
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− | This article is about the object »{{obj-ref|coin}}« (object id 0x73). Coins are only used in | + | This article is about the object »{{obj-ref|coin}}« (object id 0x73). Coins are only used in Coin Runners mode of [[Battle Arena]]s and in some [[tournaments]]. |
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This setting decides about the characteristic '''starting place''' 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. | * 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 | + | * The slots have different limits of usable starting places. It varies between 21 and 50 (in examination!). |
− | * At battle start, all usable starting places | + | * At battle start, all usable starting places start 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 | + | * ''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 of starting places is too small. |
* The total number of coins is limited by the total number of coin objects. Additionally, all slots have different absolute limits. | * The total number of coins is limited by the total number of coin objects. Additionally, all slots have different absolute limits. | ||
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== Phases == | == Phases == | ||
− | + | It seems, that 3 phases exists for coins, but the details depend on the used slot. | |
− | It seems, that 3 phases exists for coins, but the details | + | * 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 exist; respawn places are used as start places too. |
− | * At the beginning, the game is in '''Phase 1''': | + | * 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. |
− | * If a player is damaged (is respawned and maybe hit) '''Phase 2''' begins: | + | * 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) start directly in Phase 2. |
− | * 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) | + | * For some situations (number of starting points, slot), Phase 2 is skipped. |
− | * For some situations (number of starting points, slot), | + | * If in Phase 2 and if a player 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. |
− | * If in Phase 2 and a | ||
* Phase 3 is also triggered, if many coins from respawn places were caught. | * Phase 3 is also triggered, if many coins from respawn places were caught. | ||
− | * Some slots (e.g. A11 with less than 12 start places) | + | * Some slots (e.g. A11 with less than 12 start places) start directly in Phase 3. |
== Observations == | == Observations == |
Revision as of 13:48, 19 August 2018
This article is about the object »coin« (object id 0x73). Coins are only used in Coin Runners mode of Battle Arenas and in some tournaments.
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 varies between 21 and 50 (in examination!).
- At battle start, all usable starting places start 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 of starting places is too 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 depend 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 exist; 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) start directly in Phase 2.
- For some situations (number of starting points, slot), Phase 2 is skipped.
- If in Phase 2 and if a player 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) start directly 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