Difference between revisions of "Objflow.byaml"
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= Resource Name = | = Resource Name = | ||
− | ''<ResName>'' points to the object's resource folder in mapobj. | + | ''<ResName>'' points to the object's resource folder in mapobj. |
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Revision as of 21:43, 14 June 2022
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.
Object Values
These values are assigned to each object, through the element <value>. The attributes and their functions are listed below.
Attribute Name | Function |
---|---|
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. |
ClipRadius | unknown |
ColOffsetY | unknown |
ColShape | unknown -- maybe the shape of the collision? seems to be a integer. |
DemoCameraCheck | unknown -- can be true or false. |
LightSetting | unknown |
Lod1 | unknown |
Lod2 | unknown |
Lod_NoDisp | unknown |
MgrId | unknown -- Mgr usually means "Manager", which controls an object. |
ModelDraw | unknown |
ModelEffNo | unknown |
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. |
Offset | unknown |
Origin | unknown |
PackunEat | unknown -- this can be 2 things, the item piranha plant, or the enemy...can be true or false. |
PathType | unknown |
PylonReact | unknown |
VR | Says if the object is a skybox model (all IDs start by 70xx) |
Object Hitbox Size
<Colsize> defines the collision size for the object. Has X, Y, and Z values that can be defined. (idk what the "f" means)
Unknown Item Array 1
<Item type> lists 12* values in an array. (*iirc not always 12, varies between wii u and switch)
Each position in the array corresponds to ???
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
3 | Example |
4 | Example |
5 | Example |
6 | Example |
7 | Example |
8 | Example |
9 | Example |
10 | Example |
11 | Example |
12 | Example |
The values within the array range from 0 to ?????, and mean the following:
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
Unknown Item Array 2
<ItemObj type> lists 12* values in an array. (*iirc not always 12, varies between wii u and switch)
Each position in the array corresponds to ???
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
3 | Example |
4 | Example |
5 | Example |
6 | Example |
7 | Example |
8 | Example |
9 | Example |
10 | Example |
11 | Example |
12 | Example |
The values within the array range from 0 to ?????, and mean the following:
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
Unknown Kart Array 1
<Kart type> lists 4* entries in an array. (*iirc not always 12, varies between wii u and switch)
Each position in the array corresponds to ???
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
3 | Example |
4 | Example |
The values within the array range from 0 to ?????, and mean the following:
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
Unknown Kart Array 2
<KartObj type> lists 4* entries in an array. (*iirc not always 12, varies between wii u and switch)
Each position in the array corresponds to ???
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
3 | Example |
4 | Example |
The values within the array range from 0 to ?????, and mean the following:
Header text | Header text |
---|---|
0 | Example |
1 | Example |
2 | Example |
Object Label
<Label type> is the unique name of the object. It is used for objects that share a base model but use different textures (i.e. multicolored Toads). The game will uses the object label to find the appropriate _Alb texture to use.
Model Name
<ModelName type> lists which model should be used if the .bfres inside the ResName folder has multiple models inside.
Resource Name
<ResName> points to the object's resource folder in mapobj.