objflow.byaml is a YAML file found in /content/data/ in the game's filesystem.
ObjFlow contains information about animations, hitboxes, object ids, and each object has it's own set of parameters.
These values are assigned to each object, through the element <value>. The attributes and their functions are listed below.
|AiReact||Says how CPU reacts to something, it can be: ignore (some decorations), try to evit (enemies) or take something (coins)|
|CalcCut||unknown -- can be true or false.|
|Clip||unknown -- can be true or false.|
|ColShape||unknown -- maybe the shape of the collision? seems to be a integer.|
|DemoCameraCheck||unknown -- can be true or false.|
|MgrId||unknown -- Mgr usually means "Manager", which controls an object.|
|MoveBeforeSync||unknown -- can be true or false.|
|NotCreate||Can be true or false, if false byaml objects spawn everytime in start position if they get displaced as pylons|
|ObjID||This is what connects the entry to a level object. This ID is called within the course_muunt.byaml and that's how it identifies these parameters.|
|PackunEat||unknown -- this can be 2 things, the item piranha plant, or the enemy...can be true or false.|
|VR||Says if the object is a skybox model (all IDs start by 70xx)|
Other Type Values
In the YAML contains other data.
<Colsize> defines the collision size for the object.
<Item type> is another type. Lists 12 values in an array.
<ItemObj type> is yet another type. Does the same, lists 12 values in an array.
<Kart type> is another type. However, this only lists 4 entries in an array.
<KartObj type is another kart type. Does the same, lists 4 entries in an array.
<Label type> has the object string name stored into it. It looks like a type rather than an actual string pointing to a model.
<ResName> has the same thing, but this usually points to the model it loads. <Label type> loads a variation, such as the Item Box.
<Label type="string">MovingItemBox</Label> <ResName type="array"> <value type="string">ItemBox</value> </ResName>